












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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 50 / 2494% |
Size | medium |
Lifes / Deaths | Killed by hfgaa at level 50 on the 36th Haze 125th year of Ascendancy at 12:32 / 1 |
Primary Stats
Strength | 14 (base 15) |
Dexterity | 45 (base 38) |
Constitution | 64 (base 62) |
Magic | 98 (base 62) |
Willpower | 35 (base 11) |
Cunning | 87 (base 64) |
Resources
Life | 998/1012 |
Insanity | 13/100 |
Healing Factor | 1.5393965053824 |
Regeneration | 38.869761760906 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -9.1593399531575E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 16 |
See Stealth | 17 |
See Invisible | 37 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 103 |
Accuracy | 37 |
Crit Chance | 92% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 32 |
Crit Chance | 91% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Acid | +40% |
Blight | +26% |
Arcane | +63% |
Cold | +27% |
All | +17% |
Darkness | +68% |
Light | +44% |
Temporal | +112% |
Physical | +39% |
Mind | +33% |
Fire | +51% |
Nature | +47% |
Offense: Damage Penetration
Acid | +32% |
Blight | +51% |
Arcane | +64% |
Mind | +48% |
All | +25% |
Darkness | +33% |
Physical | +42% |
Cold | +40% |
Fire | +32% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 48.481297792906 (48.304188961773%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 43 |
Mental Save | 46 |
Defense: Resistances
Blight | + 41%( 70%) |
Physical | + 36%( 70%) |
Cold | + 38%( 70%) |
All | + 30%( 70%) |
Darkness | + 55%( 70%) |
Light | + 57%( 80%) |
Temporal | + 54%( 70%) |
Mind | + 45%( 70%) |
Lightning | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 88% |
Confusion Resistance | 68% |
Silence Resistance | 93% |
Instadeath Resistance | 100% |
Blind Resistance | 42% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 6 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 133 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. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 6 times. |
Class Talents
Demented / Oblivion | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Demented / Doom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Twofold Curse |
talent | Revelation |
talent | Grand Oration |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by Isarelle the large brown snake. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the injured seer from death by Bethenor the treant. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by multi-hued drake. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by hfgaa. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by 3-headed hydra. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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. | 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 |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +7 Cun Changes resistances penetration: +10% mind Critical mult.: +31.07% Spell save: +12 (+4 eff.) Silence immunity: +43% Confusion immunity: +30% Stun/Freeze immunity: +38% Vim when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +11 Hate when firing a critical mind attack: +5.27 Spellpower: +32 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes resistances: +15% blight Changes resistances penetration: +26% blight Critical mult.: +20.00% Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +31 (+5 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +33.0% Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage (Melee): 19 temporal Damage (Ranged): 18 temporal Effects when hit in melee: * 37% chance to reduce strength, dexterity, and constitution by 40 * 43% chance to reduce damage dealt by 29% Changes stats: +2 Mag Changes resistances: +13% temporal Changes damage: +11% temporal Critical mult.: +40.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +39% Mental crit. chance: +33% When used to modify unarmed attacks: Base power: 41.5 - 45.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +29.0% Attack speed: 100% When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +15% temporal Changes damage: +30% temporal Critical mult.: +16.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Changes resistances: +6% temporal Changes resistances penetration: +15% nature Changes damage: +30% nature / +7% all Silence immunity: +50% Stun/Freeze immunity: +50% Life regen: +9.00 Mana each turn: +0.40 Spellpower: +17 (+2 eff.) Mindpower: +16 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 50% Changes stats: +7 Str / -7 Con Changes resistances: +36% darkness Changes damage: +18% darkness Critical mult.: +10.00% Mental save: +12 (+4 eff.) Blindness immunity: +42% Life regen: +16.00 Maximum life: +77.00 Mindpower: +30 (+8 eff.) Infravision radius: +5 See stealth: +17 See invisible: +20 Healing mod.: +19% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +22% mind Changes damage: +9% arcane / +9% blight Critical mult.: +20.00% Confusion immunity: +28% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+2 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 34 fire Changes stats: +5 Mag / +7 Cun / +8 Con Changes damage: +24% fire / +30% temporal / +10% all Talent granted: +1 Command Staff Critical mult.: +55.00% Mental save: +9 (+3 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +45.00 Maximum neg.energy: +42.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +10% Mindpower: +15 (+4 eff.) Mental crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 50% Damage when hit (Melee): 8 acid / 6 arcane Changes resistances penetration: +5% arcane Changes damage: +12% acid Critical mult.: +9.00% Maximum life: +182.00 Maximum mana: +57.00 Maximum stamina: +51.00 Maximum hate: +20.00 Maximum psi: +33.00 Maximum vim: +40.00 Maximum pos.energy: +34.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Damage (Melee): 10 physical Changes stats: +2 Mag Changes resistances: +9% physical Changes resistances penetration: +7% acid / +17% physical / +8% darkness / +7% fire / +8% mind / +5% cold Changes damage: +11% acid / +22% physical / +14% darkness / +10% fire / +16% mind / +10% cold Talent granted: +1 Attune Mindstar Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +4.00 Maximum vim: +10.00 Spellpower: +10 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +33 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Effects when hit in melee: * 46% chance to reduce strength, dexterity, and constitution by 40 * 43% chance to reduce damage dealt by 29% Changes resistances penetration: +34% arcane / +5% mind Changes damage: +14% arcane Critical mult.: +55.00% Stealth bonus: +12 Spell save: +6 (+2 eff.) Mana each turn: +0.16 Maximum life: +48.00 Maximum mana: +56.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: -14 Str / +5 Mag / +19 Wil / +3 Cun Changes resistances: +12% cold / +9% light / +15% all Changes resistances penetration: +10% cold Changes damage: +23% arcane / +24% temporal / +27% light / +19% darkness Mana each turn: +0.30 Maximum mana: +196.00 Spellpower: +39 (+6 eff.) Spell crit. chance: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -670 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 679 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 717% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 606 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 527 damage for 6 turns. 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. |
![]() 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: 14 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 495 damage for 5 turns. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 4 times. 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: 2.5 Use 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 54 up to 4 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 182 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 spell talent. |
![]() 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: +8 Cun / +3 Str Changes resistances penetration: +5% mind Critical mult.: +10.00% Maximum hate: +4.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Dex / +3 Cun Changes resistances: +7% physical / +6% nature / +6% mind Silence immunity: +20% Confusion immunity: +20% Stamina each turn: +0.30 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +1.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +12 Mag Changes resistances: +9% acid Changes resistances penetration: +29% blight / +29% arcane Talent masteries: +0.34 Demented / Entropy +0.34 Wild-gift / Harmony Physical save: +18 (+9 eff.) Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.29 Amulets make your neck look great! |
![]() Powered 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 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +6% temporal / +12% fire Changes damage: +15% arcane Stun/Freeze immunity: +23% Life regen: +2.00 Healing mod.: +20% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 35 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 35 Damage (Ranged): 7 physical Changes stats: +2 Cun / +4 Str Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Pinning immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% darkness Changes damage: +12% darkness / +15% arcane Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +5 Con Life regen: +7.00 Maximum life: +48.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +23% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +5% arcane Changes damage: +12% cold Physical save: +4 (+2 eff.) Silence immunity: +26% Mana each turn: +0.11 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 35 Damage (Melee): 12 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 35 Damage (Ranged): 11 physical Changes stats: +7 Cun / +5 Wil Changes resistances: +12% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Blindness immunity: +24% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +8 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +7 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +8 Wil / +8 Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +9% physical / +27% temporal Critical mult.: +20.69% Stamina each turn: +3.10 Only die when reaching: -60.00 life Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+11 eff.) Damage when hit (Melee): 10 physical Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +20% Confusion immunity: +43% Only die when reaching: -80.00 life Maximum life: +100.00 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +27 (+7 eff.) Changes stats: +8 Cun Changes resistances: +9% lightning / +3% temporal / +6% darkness / +6% fire / +5% arcane Mental save: +21 (+7 eff.) Confusion immunity: +22% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 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 38% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% acid / +40% fire Changes resistances penetration: +10% acid / +15% cold Changes damage: +6% cold / +20% fire Stun/Freeze immunity: +50% Life regen: +28.00 Maximum life: +100.00 Light radius: +1 See invisible: +15 Healing mod.: +20% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +12 (+2 eff.) Changes stats: +9 Str / +9 Dex / +5 Mag / +3 Wil / +8 Cun / +9 Con Changes resistances: +34% cold Changes damage: +6% arcane / +17% cold Vim when firing critical spell: +1.00 Spell crit. chance: +3% 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 costs 1 power out of 1/1. "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? |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +6% temporal Changes resistances penetration: +15% nature Changes damage: +30% nature Silence immunity: +50% Stun/Freeze immunity: +50% Life regen: +9.00 Mana each turn: +0.40 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +6% temporal Changes resistances penetration: +15% nature Changes damage: +30% nature Silence immunity: +50% Stun/Freeze immunity: +50% Life regen: +9.00 Mana each turn: +0.40 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings make your fingers look great! |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 26 fire Changes stats: +20 Mag / +17 Wil / +17 Cun Changes resistances: +12% temporal Changes resistances penetration: +25% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
![]() corrosive voratun shield of lightning resistance (+17%) (0 def, 10 armour, 70-83 power, 182.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +182 Damage (Melee): +17 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 19% chance to reduce armor by 50% Changes stats: +6 Con Changes resistances: +17% acid / +28% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 40 * 40% chance to reduce damage dealt by 29% Changes stats: +4 Str / +2 Con Changes resistances: +15% acid / +15% physical / +27% temporal / +28% blight / +20% cold / +20% fire / +15% all Changes damage: +19% acid / +14% physical / +28% blight / +25% fire / +27% temporal / +20% cold Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +6 Con Changes resistances: +34% lightning / +34% fire / +3% cold / +15% all Changes resistances penetration: +10% lightning / +25% cold Changes damage: +23% lightning / +23% fire / +24% nature Poison immunity: +44% Disease immunity: +40% 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 when hit in melee: * 44% chance to reduce strength, dexterity, and constitution by 40 * 30% chance to reduce damage dealt by 29% Changes stats: +6 Mag / +5 Wil Changes resistances: +17% acid / +17% physical / +15% cold / +19% fire / +15% all Changes damage: +13% acid / +23% physical / +23% temporal / +14% fire / +36% arcane / +24% cold Talent cooldown: Refit Golem (-5 turns) Spell save: +36 (+12 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +77.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes stats: +6 Mag / +7 Wil / +7 Con Changes resistances: +6% lightning / +15% all Changes resistances penetration: +25% mind Changes damage: +15% lightning / +24% nature / +6% mind Physical save: +24 (+12 eff.) Poison immunity: +29% Disease immunity: +34% Mana each turn: +0.39 Psi each turn: +0.30 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: Changes stats: +6 Mag / +3 Wil / +6 Cun Changes resistances: +9% blight / +33% light / +15% all Changes resistances penetration: +15% blight / +12% temporal / +12% physical Changes damage: +26% temporal / +26% physical / +25% darkness / +35% light Spellpower: +18 (+3 eff.) Spell crit. chance: +8% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Defense: +25 (+6 eff.) Damage when hit (Melee): 10 light Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Life regen: +5.50 Healing mod.: +22% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +11 Dex Changes resistances: +24% lightning Critical mult.: +15.00% Maximum life: +54.00 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +25% blight / +25% temporal Changes damage: +27% blight / +9% temporal Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Changes stats: +2 Str / +5 Dex / +4 Mag / +4 Wil / +5 Cun / +3 Con Changes resistances: +9% blight Changes damage: +9% lightning Spell save: +9 (+3 eff.) Disease immunity: +20% Life regen: +4.00 Maximum hate: +2.00 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 Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Changes resistances: +25% darkness / +25% temporal Changes resistances penetration: +15% light / +18% temporal / +5% arcane / +15% darkness Changes damage: +12% light / +24% arcane Silence immunity: +42% Confusion immunity: +50% Stun/Freeze immunity: +38% Infravision radius: +2 Defense after a teleport: +24 Resist all after a teleport: +19% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances: +6% fire Changes damage: +12% cold Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 70% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+5 eff.) Armour: +16 Damage (Melee): 10 physical Changes stats: +6 Dex / +6 Mag / +1 Wil Changes damage: +3% lightning / +9% physical / +3% mind Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Maximum life: +71.00 When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +18 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +6 physical 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: Accuracy: +12 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 50% Changes stats: +3 Str / +8 Dex / +4 Cun Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +5% darkness Changes damage: +3% acid Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+6 eff.) Life regen: +2.90 Stamina each turn: +0.90 Psi each turn: +0.29 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +15 Crit. chance: +26.0% Attack speed: 83% 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 acid Changes stats: +5 Mag / +6 Wil Changes resistances: +9% acid / +6% fire / +11% mind Changes resistances penetration: +15% acid Changes damage: +6% fire / +18% arcane / +17% mind Physical save: +15 (+8 eff.) Mental save: +18 (+6 eff.) Maximum mana: +110.00 Maximum psi: +32.00 Spellpower: +6 (+1 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 63% Effects when hit in melee: * 41% chance to reduce strength, dexterity, and constitution by 40 * 21% chance to reduce damage dealt by 29% Changes resistances: +11% lightning / +9% temporal / +9% darkness / +16% nature / +4% all Changes resistances penetration: +5% darkness Changes damage: +9% darkness Physical save: +15 (+8 eff.) Spell save: +6 (+2 eff.) Maximum life: +81.00 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 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 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% arcane Physical save: +11 (+6 eff.) Blindness immunity: +38% Confusion immunity: +17% Maximum life: +51.00 Light radius: +9 See stealth: +17 See invisible: +16 Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +6% light Damage affinity(heal): +5% light Blindness immunity: +20% Confusion immunity: +15% Light radius: +10 See stealth: +11 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +26% blight / +26% temporal / +15% arcane / +26% cold Changes damage: +14% mind / +9% temporal Mana when firing critical spell: +2.07 Maximum mana: +60.00 Spellpower: +30 (+5 eff.) Light radius: +5 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. |
![]() 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 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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, you sacrificed yourself 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.
Achievements
By hfgaa the Doomelf Cultist of Entropy level 40
17th Dusk 124th year of Ascendancy at 20:52 see stats
By hfgaa the Doomelf Cultist of Entropy level 39
77th Pyre 124th year of Ascendancy at 03:32 see stats
By hfgaa the Doomelf Cultist of Entropy level 47
58th Haze 124th year of Ascendancy at 11:52 see stats
By hfgaa the Doomelf Cultist of Entropy level 47
65th Haze 124th year of Ascendancy at 15:50 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
78th Pyre 125th year of Ascendancy at 00:11 see stats
By hfgaa the Doomelf Cultist of Entropy level 45
30th Haze 124th year of Ascendancy at 15:39 see stats
By hfgaa the Doomelf Cultist of Entropy level 30
39th Haze 123rd year of Ascendancy at 10:09 see stats
By hfgaa the Doomelf Cultist of Entropy level 45
47th Haze 124th year of Ascendancy at 09:13 see stats
By hfgaa the Doomelf Cultist of Entropy level 9
41st Haze 122nd year of Ascendancy at 18:01 see stats
By hfgaa the Doomelf Cultist of Entropy level 42
24th Dusk 124th year of Ascendancy at 11:23 see stats
By hfgaa the Doomelf Cultist of Entropy level 31
33rd Regrowth 124th year of Ascendancy at 19:52 see stats
By hfgaa the Doomelf Cultist of Entropy level 21
31st Pyre 123rd year of Ascendancy at 02:53 see stats
By hfgaa the Doomelf Cultist of Entropy level 29
75th Dusk 123rd year of Ascendancy at 22:26 see stats
By hfgaa the Doomelf Cultist of Entropy level 26
7th Flare 123rd year of Ascendancy at 09:27 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
72nd Dusk 125th year of Ascendancy at 13:25 see stats
By hfgaa the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 20:11 see stats
By hfgaa the Doomelf Cultist of Entropy level 49
65th Haze 124th year of Ascendancy at 18:13 see stats
By hfgaa the Doomelf Cultist of Entropy level 10
50th Haze 122nd year of Ascendancy at 10:19 see stats
By hfgaa the Doomelf Cultist of Entropy level 20
27th Pyre 123rd year of Ascendancy at 04:33 see stats
By hfgaa the Doomelf Cultist of Entropy level 30
38th Haze 123rd year of Ascendancy at 20:52 see stats
By hfgaa the Doomelf Cultist of Entropy level 40
77th Pyre 124th year of Ascendancy at 03:32 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
6th Allure 125th year of Ascendancy at 19:52 see stats
By hfgaa the Doomelf Cultist of Entropy level 29
19th Dusk 123rd year of Ascendancy at 13:30 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
70th Dusk 125th year of Ascendancy at 13:22 see stats
By hfgaa the Doomelf Cultist of Entropy level 29
43rd Dusk 123rd year of Ascendancy at 06:49 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
36th Haze 125th year of Ascendancy at 12:32 see stats
By hfgaa the Doomelf Cultist of Entropy level 41
22nd Dusk 124th year of Ascendancy at 23:19 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
75th Regrowth 125th year of Ascendancy at 02:20 see stats
By hfgaa the Doomelf Cultist of Entropy level 40
10th Flare 124th year of Ascendancy at 09:33 see stats
By hfgaa the Doomelf Cultist of Entropy level 44
28th Dusk 124th year of Ascendancy at 09:28 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
36th Haze 125th year of Ascendancy at 12:32 see stats
By hfgaa the Doomelf Cultist of Entropy level 9
18th Haze 122nd year of Ascendancy at 22:50 see stats
By hfgaa the Doomelf Cultist of Entropy level 30
40th Haze 123rd year of Ascendancy at 15:55 see stats
By hfgaa the Doomelf Cultist of Entropy level 50
36th Haze 125th year of Ascendancy at 12:28 see stats
By hfgaa the Doomelf Cultist of Entropy level 9
9th Mirth 122nd year of Ascendancy at 12:54 see stats
By hfgaa the Doomelf Cultist of Entropy level 49
7th Decay 124th year of Ascendancy at 10:22 see stats
By hfgaa the Doomelf Cultist of Entropy level 23
79th Pyre 123rd year of Ascendancy at 03:50 see stats
By hfgaa the Doomelf Cultist of Entropy level 18
80th Regrowth 123rd year of Ascendancy at 22:29 see stats
By hfgaa the Doomelf Cultist of Entropy level 39
75th Pyre 124th year of Ascendancy at 11:40 see stats
Log
Hfgaa casts Pitiless.
Hfgaa casts Dark Whispers.
Hfgaa's spell attains critical power!
Hfgaa's spell attains critical power!
Herald of oblivion performs a melee critical strike against Argoniel!
Herald of oblivion performs a melee critical strike against Argoniel!
Argoniel HEALS from blight damage!
Herald of oblivion hits Argoniel for 26 blight, 19 healing, 303 physical, 1 blight, 1 healing, 16 cold, 2 blight, 2 healing, 42 temporal, 29 blight, 21 healing, 339 physical, 2 blight, 2 healing, 42 temporal (801 total damage) [45 healing].
Elandar's glacial vapour area effect hits Void skitterer for 54 cold damage.
Elandar's glacial vapour area effect hits hfgaa for (16 absorbed), 0 cold (0 total damage).
Elandar's ice storm area effect hits Void skitterer for 43 cold damage.
Hfgaa's Reality Fracture hits Argoniel for 178 temporal, 148 darkness (325 total damage).
Hfgaa's entropic storm hits Argoniel for 122 darkness, 147 temporal (269 total damage).
Acid Splash from Argoniel hits Herald of oblivion for 3 acid damage.
Your summoned void skitterer disappears.
Hallucination activates Bone Shield.
The powerful blow energizes Argoniel reducing their cooldowns!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Nihil from Hfgaa hits Argoniel for 580 temporal damage.
Dark Whispers from Hfgaa hits Argoniel for 1313 darkness, 2538 temporal (3851 total damage).
Dark Whispers from Hfgaa killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Roguelike) difficulty)!
Saving game...
Saving done.