











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 50 / 2203% |
| Size | medium |
| Lifes / Deaths | Killed by Xithra the treant at level 23 on the 1st Time of Equilibrium 122nd year of Ascendancy at 04:16 4 / 4Killed by Ce'Nann the white wolf at level 26 on the 33rd Haze 122nd year of Ascendancy at 18:11 Killed by Eloth the skeleton master archer at level 45 on the 74th Pyre 123rd year of Ascendancy at 22:52 Killed by Sonny at level 50 on the 36th Haze 123rd year of Ascendancy at 13:47 |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 100 (base 66) |
| Constitution | 32 (base 8) |
| Magic | 116 (base 60) |
| Willpower | 38 (base 13) |
| Cunning | 77 (base 60) |
Resources
| Life | 1504/1259 |
| Mana | 514/654 |
| Stamina | 251/317 |
| Positive | 101/197 |
| Healing Factor | 1.4724420161894 |
| Regeneration | 9.2027626011837 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 28 |
| Infravision | 8.1606961258558 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 74 |
| Crit Chance | 98% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +36% |
| Arcane | +64% |
| Cold | +39% |
| All | +24% |
| Darkness | +59% |
| Light | +137% |
| Temporal | +71% |
| Physical | +64% |
| Mind | +54% |
| Nature | +42% |
Offense: Damage Penetration
| Physical | +69% |
| Darkness | +44% |
| Light | +106% |
| Temporal | +54% |
| Blight | +54% |
| Arcane | +54% |
| Fire | +64% |
| All | +39% |
Defense: Base
| Armour (hardiness) | 15 (62.946778433524%) |
| Defense | 92 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 61 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 39%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 55%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 59%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 33%( 70%) |
| Mind | + 51%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 29% |
| Knockback Resistance | 32% |
| Confusion Resistance | 31% |
| Stun Resistance | 90% |
| Pinning Resistance | 33% |
| Poison Resistance | 0% |
| Blind Resistance | 61% |
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 55 up to 5 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 162 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by vampire. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Sonny. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Sonny. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Sonny. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by storm drake. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by golem (servant of Cyruwen the brown mold). Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the temporal explorer from death by copperhead snake. Escort: temporal explorer (level 3 of Norgos Lair) | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed faerlhing fang. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tamnir the pair of drakeskin leather boots (21 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+4 eff.) Changes stats: +15 Dex / +10 Mag / +10 Wil Changes resistances: +13% fire / +12% cold Changes resistances penetration: +15% blight / +15% arcane Critical mult.: +10.00% Mana each turn: +0.72 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +120.00 Spell crit. chance: +5% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | BleakboneInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 24% chance to reduce damage dealt by 24% Changes stats: +9 Wil Changes resistances: +15% darkness Changes resistances penetration: +14% all Critical mult.: +18.00% Physical save: +15 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +12 Healing mod.: +30% Damage Shield penetration: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Barkbait (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +16 Mag / +20 Con Changes resistances: +17% temporal Changes damage: +17% temporal / +40% arcane / +18% nature Spell save: +21 (+5 eff.) Life regen: +6.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)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% Str, 40% Dex, 50% Mag, 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 | voratun torque of mindblast 'Glimmerspike' [power 475] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes damage: +9% blight Critical mult.: +21.07% Mana each turn: +0.12 Spell crit. chance: +3% Light radius: +3 Infravision radius: +3 Damage Shield penetration: +32% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 732 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 93. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Wil Changes resistances: +26% darkness Changes damage: +13% darkness / +6% all Reduces incoming crit damage: 15.00% Disarm immunity: +29% Pinning immunity: +33% Stun/Freeze immunity: +30% Knockback immunity: +32% Maximum life: +32.00 Spellpower: +11 (+3 eff.) Mindpower: +12 (+4 eff.) Light radius: +2 See invisible: +3 Rings make your fingers look great! |
| On fingers | ZanirigPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Physical crit. chance: +4.0% Defense: +11 (+2 eff.) Damage (Melee): 34 light Damage (Ranged): 30 light Changes stats: +4 Con / +4 Mag Changes resistances penetration: +15% physical Changes damage: +12% light Critical mult.: +10.00% Mental save: +11 (+5 eff.) Confusion immunity: +31% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes damage: +18% all Stun/Freeze immunity: +60% Spell crit. chance: +9% Mental crit. chance: +9% Amulets make your neck look great! |
| In main hand | Arigatha the Rainknave (30-36 power, 6 apr, light element) =1H SPELL CRIT=Requires: - Magic 48 Infused by nature 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: Accuracy: +14 (+4 eff.) Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 4 mind Changes resistances: +12% acid / +6% light / +6% mind / +5% arcane / +3% lightning Changes damage: +30% light / +3% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +25 (+6 eff.) Spell crit. chance: +22% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 243.38 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Sunwar =18 dmg=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances penetration: +25% light / +25% fire Changes damage: +15% light Trap disarming bonus: +18 Stealth bonus: +11 Psi when hit: +0.12 Maximum psi: +30.00 Mindpower: +15 (+5 eff.) Light radius: +3 Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | linen cloak 'Blindwrest' (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+1 eff.) Changes resistances penetration: +5% darkness Changes damage: +18% light / +12% cold Physical save: +6 (+3 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | LET THERE BE LIGHT (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +9 Mag / +1 Wil / +6 Cun Changes resistances: +9% cold / +30% mind / +15% all Changes resistances penetration: +15% temporal / +15% physical Changes damage: +30% temporal / +30% light / +3% blight / +22% darkness / +30% mind / +30% physical Spell save: +29 (+7 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +16 (+4 eff.) Spell crit. chance: +16% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 588%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% 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 Strength 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. |
acid wave rune of the wizard (damage 409; dur 4; cd 16)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 unleash a cone dealing 409.45 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 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. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 137; cd 12) 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: 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 137 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. 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. |
shielding rune of the warrior (absorb 237; dur 3; cd 17)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 237 damage for 3 turns. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Elolle the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Mag Changes resistances: +4% physical / +12% temporal Changes damage: +6% light / +7% temporal / +7% darkness / +6% physical Spell save: +15 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Life regen: +4.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Infernoquick =crit multi, no spell crit=Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 14 darkness Effects when hit in melee: * 13% chance to blind * 15% chance to reduce damage dealt by 24% Damage when hit (Melee): 8 lightning Changes resistances: +36% fire / +23% cold Changes resistances penetration: +26% fire Changes damage: +6% lightning / +13% light / +15% blight / +13% fire / +15% darkness Critical mult.: +20.00% Spellpower: +13 (+4 eff.) Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 24% * 7% chance to blind Changes stats: +4 Dex / +5 Cun / +3 Con Changes damage: +8% light / +5% darkness Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Choneg =80 life=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +10 (+1 eff.) Armour: +2 Changes stats: +4 Con / +4 Wil Changes resistances penetration: +5% physical Mental save: +8 (+4 eff.) Only die when reaching: -80.00 life Rings make your fingers look great! |
Nerelle =stats=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: -5% Changes stats: +3 Str / +7 Dex / +5 Cun / +1 Con Changes resistances: +13% blight Changes damage: +13% blight Maximum encumbrance: +23 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level.mule's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +40 Life regen: +20.00 Maximum life: +100.00 Healing mod.: +19% Rings make your fingers look great! |
savior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +2 Mag Changes damage: +12% light Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
stralite amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite bloodstone ringInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +8 Str / +8 Con Stun/Freeze immunity: +60% Life regen: +9.00 Maximum life: +85.00 Healing mod.: +16% Rings make your fingers look great! |
voratun bloodstone ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Stun/Freeze immunity: +60% Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +18 (+5 eff.) Physical crit. chance: +23.0% Longbows are used to shoot arrows at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 24/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Phoenixreaper (30-36 power, 6 apr, light element) =1H OF FATE=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: Accuracy: +14 (+4 eff.) Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Defense: +23 (+4 eff.) Changes resistances: +9% fire Changes resistances penetration: +5% temporal Changes damage: +6% fire / +30% light / +6% temporal Talent granted: +1 Command Staff Mana each turn: +0.50 Spellpower: +44 (+10 eff.) Spell crit. chance: +9% Damage Shield penetration: +17% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Shield Power: +15% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Eluwyn the Gleammortal =CRIT=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +11.0% Physical power: +5 (+1 eff.) Changes stats: +5 Cun Changes resistances: +15% light Critical mult.: +11.00% Maximum stamina: +30.00 Light radius: +3 A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Getifast =mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +6 Defense: +10 (+2 eff.) Changes stats: +8 Dex / +7 Mag / +5 Con Critical mult.: +20.00% Silence immunity: +20% Knockback immunity: +20% Mana each turn: +0.37 Maximum mana: +33.00 A belt that goes around your waist. |
hardened leather belt 'Dawnumbra'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +12% light / +6% temporal Changes resistances penetration: +25% blight / +25% light Changes damage: +15% light Physical save: +8 (+4 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Ravenknave the elven-silk cloak (26 def, 19 armour) =DEFENSIVE=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +19 Defense: +26 (+5 eff.) Changes resistances: +8% acid / +25% light / +3% darkness / +36% cold / +24% fire / +23% lightning Stealth bonus: +10 Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xarin the linen cloak (27 def, 0 armour) =27 def=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +27 (+5 eff.) Changes stats: +1 Dex / +2 Wil Changes damage: +6% physical Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Seartyphoon' (3 def, 12 armour) =t5=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +21% temporal / +28% darkness / +27% cold Changes resistances penetration: +15% fire Changes damage: +9% mind Critical mult.: +15.00% Spell crit. chance: +7% Mindpower: +15 (+5 eff.) Defense after a teleport: +25 Resist all after a teleport: +13% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of protection (5 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes resistances: +15% all Changes damage: +30% arcane Physical save: +29 (+11 eff.) Maximum mana: +85.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour) =5 st=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +7 Mag / +5 Wil Changes resistances: +9% lightning / +8% cold / +10% blight / +13% all Changes damage: +19% lightning / +6% physical / +13% cold Life regen: +2.10 Maximum life: +78.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazenull (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +25 (+4 eff.) Armour: +3 Defense: +20 (+4 eff.) Damage when hit (Melee): 10 light Changes resistances: +12% lightning / +19% fire / +12% light / +10% cold Changes damage: +9% light A pair of boots made of leather. |
Toruderek the pair of rough leather boots (30 def, 1 armour) =30 def=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +30 (+6 eff.) Changes stats: +6 Lck / +4 Dex Changes resistances: +2% physical Stealth bonus: +7 Confusion immunity: +10% Pinning immunity: +20% Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots 'Neroba' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Changes stats: +7 Dex / +5 Cun / +6 Con / +14 Lck Changes resistances: +3% blight / +6% fire / +3% nature / +12% lightning Changes resistances penetration: +20% acid / +15% physical Stealth bonus: +14 Physical save: +25 (+10 eff.) Spell save: +6 (+1 eff.) Mental save: +25 (+9 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots 'Starnull' (0 def, 5 armour) =18=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 10 mind Changes stats: +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +26% acid / +10% physical / +25% mind Changes damage: +18% light Critical mult.: +15.00% Mental save: +18 (+7 eff.) Psi when hit: +0.12 Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Dairuyablek the Kindlesteel (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 light Damage when hit (Melee): 8 blight Changes resistances: +6% light Changes resistances penetration: +15% light / +15% temporal Changes damage: +12% light / +21% blight Light radius: +3 When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour) =backup gloves no crit=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Cun, 40% Str, 60% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
stone warden's drakeskin leather gloves of war-making (0 def, 21 armour) =CRIT=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +21 Armour Hardiness: +8% Changes stats: +12 Con Changes resistances: +4% physical Critical mult.: +12.00% Spell crit. chance: +14% Mental crit. chance: +10% When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazefurnace the voratun helm (7 def, 13 armour)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 (+1 eff.) Fatigue: +5% Changes stats: +5 Wil Changes resistances: +14% lightning / +15% temporal / +6% darkness / +14% blight / +5% arcane / +6% all Changes damage: +9% acid / +9% light Reduces incoming crit damage: 15.00% Physical save: +14 (+6 eff.) Mental save: +13 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chillsting (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Dex / +2 Con Changes damage: +14% physical / +15% darkness / +6% cold / +15% temporal / +14% light Life regen: +5.40 Mana each turn: +0.40 Hate when firing a critical mind attack: +5.92 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +4% Light radius: +2 Infravision radius: +9 See stealth: +25 See invisible: +18 Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 67% and attempts to push all creatures other than yourself out of its radius, inflicting 31.99 light damage and 21.43 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.defender's voratun helm (8 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes resistances: +6% all Physical save: +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.radiant drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun plate armour of delving (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str Changes resistances: +17% darkness / +14% physical Life regen: +8.00 Stamina each turn: +2.50 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
wrathful voratun shield of the stars (0 def, 10 armour, 68-81 power, 210 block) =lightbak=Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 Damage (Melee): +14 light / +14 darkness Damage (radius 2) on crit: +27 light / +26 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 182 light and fire damage to each enemy blocked Changes stats: +7 Cun / +4 Mag Changes resistances: +15% fire / +26% light / +10% darkness Changes damage: +17% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1189 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 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. |
Windborne AzuritePowered 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. |
aquamarine0.00 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hettydur (dig speed 10 turns) =10 dig=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +5 (+1 eff.) Changes stats: +7 Str / +5 Wil Changes resistances: +6% physical Mental save: +6 (+3 eff.) Psi when hit: +0.12 Maximum hate: +6.00 Mental crit. chance: +11% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald0.00 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. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 185.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 185.16 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 452.75 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern =track=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +11% Light radius: +7 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic EyePowered 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. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
53 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 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. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Kelach the Kindlefury [power 1] (6/25 cooldown) =light cofuse=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +12% acid / +9% light Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+1 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Poleretira the iron torque of gale force [power 100] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +1% physical Maximum life: +80.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 164 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
Urymakor the Brightravager [power 400] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 43% Damage when hit (Melee): 8 acid / 4 fire Changes resistances penetration: +25% acid Changes damage: +15% fire / +3% temporal It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 656 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 27% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Elibeth' [power 105] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+3 eff.) Armour: +8 Changes stats: +5 Str Changes resistances penetration: +15% physical It can be used to blast the opponent's mind dealing 162 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of mindblast [power 135] (6/19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 208 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Xerelle' [power 218] (6/15 cooldown) =sting=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% fire Physical save: +12 (+6 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life It can be used to sting an enemy dealing 310 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered 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. |
8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 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. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sonny the Cornac Sun Paladin level 37
9th Allure 123rd year of Ascendancy at 11:55 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Sonny the Cornac Sun Paladin level 36
7th Allure 123rd year of Ascendancy at 15:46 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sonny the Cornac Sun Paladin level 47
79th Pyre 123rd year of Ascendancy at 03:25 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Sonny the Cornac Sun Paladin level 27
35th Haze 122nd year of Ascendancy at 07:35 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sonny the Cornac Sun Paladin level 10
3rd Dusk 122nd year of Ascendancy at 08:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Sonny the Cornac Sun Paladin level 39
7th Regrowth 123rd year of Ascendancy at 00:20 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Sonny the Cornac Sun Paladin level 35
72nd Haze 122nd year of Ascendancy at 00:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sonny the Cornac Sun Paladin level 23
1st Time of Equilibrium 122nd year of Ascendancy at 07:45 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sonny the Cornac Sun Paladin level 35
74th Haze 122nd year of Ascendancy at 02:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Sonny the Cornac Sun Paladin level 50
55th Dusk 123rd year of Ascendancy at 16:47 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Sonny the Cornac Sun Paladin level 50
26th Haze 123rd year of Ascendancy at 11:01 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Sonny the Cornac Sun Paladin level 50
30th Dusk 123rd year of Ascendancy at 14:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sonny the Cornac Sun Paladin level 10
3rd Dusk 122nd year of Ascendancy at 08:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sonny the Cornac Sun Paladin level 20
62nd Dusk 122nd year of Ascendancy at 04:28 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Sonny the Cornac Sun Paladin level 30
47th Haze 122nd year of Ascendancy at 14:42 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Sonny the Cornac Sun Paladin level 40
7th Regrowth 123rd year of Ascendancy at 03:50 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Sonny the Cornac Sun Paladin level 50
2nd Summertide 123rd year of Ascendancy at 03:59 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Sonny the Cornac Sun Paladin level 50
15th Haze 123rd year of Ascendancy at 22:13 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sonny the Cornac Sun Paladin level 35
7th Decay 122nd year of Ascendancy at 11:01 see stats
Selfless (Insane (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Sonny the Cornac Sun Paladin level 50
36th Haze 123rd year of Ascendancy at 13:47 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Sonny the Cornac Sun Paladin level 33
62nd Haze 122nd year of Ascendancy at 21:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sonny the Cornac Sun Paladin level 19
52nd Dusk 122nd year of Ascendancy at 08:23 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sonny the Cornac Sun Paladin level 39
7th Regrowth 123rd year of Ascendancy at 02:52 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Sonny the Cornac Sun Paladin level 50
36th Haze 123rd year of Ascendancy at 13:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sonny the Cornac Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 16:41 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sonny the Cornac Sun Paladin level 49
1st Summertide 123rd year of Ascendancy at 16:43 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Sonny the Cornac Sun Paladin level 50
36th Haze 123rd year of Ascendancy at 13:47 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Sonny the Cornac Sun Paladin level 45
74th Pyre 123rd year of Ascendancy at 07:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sonny the Cornac Sun Paladin level 10
12nd Dusk 122nd year of Ascendancy at 13:39 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Sonny the Cornac Sun Paladin level 28
35th Haze 122nd year of Ascendancy at 18:23 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sonny the Cornac Sun Paladin level 42
37th Regrowth 123rd year of Ascendancy at 04:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sonny the Cornac Sun Paladin level 25
11st Haze 122nd year of Ascendancy at 10:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sonny the Cornac Sun Paladin level 17
41st Dusk 122nd year of Ascendancy at 08:27 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sonny the Cornac Sun Paladin level 35
6th Allure 123rd year of Ascendancy at 08:50 see stats
Log
Acid Splash from Argoniel hits Sonny for (20 flat reduction), 53 acid (53 total damage).
Something hits Something for 296 light, 84 light (380 total damage).
Something performs a melee critical strike against Sonny!
Sonny casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something damages herself through Martyrdom!
Shield of Light hits Sonny for 92 healing, 92 healing, 92 healing, 92 healing, 92 healing, 92 healing, 92 healing (0 total damage) [645 healing].
Sonny hits Something for 75 acid, 1 blight, 17 blight, 63 acid, 18 blight, 63 acid, 24 physical (261 total damage).
Something hits Sonny for (20 flat reduction), 446 acid, (20 flat reduction), 3 blight, (20 flat reduction), 73 blight, (20 flat reduction), 330 acid, (20 flat reduction), 77 blight, (20 flat reduction), 410 acid (1338 total damage).
Bone Spike hits Sonny for (20 flat reduction), 95 physical (95 total damage).
LIFE LOST WARNING!
Sonny casts Healing Light.
Sonny's spell attains critical power!
Sonny receives 2110 healing.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Sonny's spell attains critical power!
Decrepitude Disease from Argoniel hits Sonny for (20 flat reduction), 70 blight (70 total damage).
Acid Splash from Argoniel hits Sonny for (20 flat reduction), 35 acid (35 total damage).
Shield of Light hits Sonny for 92 healing, 92 healing (0 total damage) [184 healing].
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.












































































































































