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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 1382% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 28 on the 22nd Pyre 123rd year of Ascendancy at 21:02 / 3Killed by Atamathon the Giant Golem at level 50 on the 71st Dusk 124th year of Ascendancy at 02:43 Killed by Atamathon the Giant Golem at level 50 on the 17th Haze 124th year of Ascendancy at 09:40 |
Primary Stats
Strength | 116 (base 57) |
Dexterity | 98 (base 59) |
Constitution | 54 (base 35) |
Magic | 39 (base 10) |
Willpower | 90 (base 57) |
Cunning | 58 (base 9) |
Resources
Life | -156/1255 |
Stamina | 270/447 |
Healing Factor | 1.3997803169824 |
Regeneration | 11.548187615105 |
Speed
Mental | -4.9960036108132E-12% |
Attack | 0% |
Movement | +6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 61.778745504251 |
See Invisible | 62.778745504251 |
Offense: Mainhand
Damage | 203 |
Accuracy | 82 |
Crit Chance | 70% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +90% |
Darkness | +34% |
Light | +42% |
Temporal | +50% |
Blight | +29% |
Arcane | +29% |
Fire | +50% |
All | +17% |
Offense: Damage Penetration
Blight | +25% |
Arcane | +5% |
All | 0% |
Lightning | +20% |
Light | +10% |
Temporal | +23% |
Physical | +65% |
Fire | +40% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 40.995555006723 (60.678270784467%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 48 |
Mental Save | 50 |
Defense: Resistances
Blight | + 37%( 70%) |
Physical | + 29%( 70%) |
Cold | + 21%( 70%) |
All | + 25%( 70%) |
Darkness | + 27%( 70%) |
Light | + 62%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 34%( 70%) |
Fire | + 42%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 59% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 43% |
Silence Resistance | 37% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 706 damage for 7 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 402.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 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. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Ce'Nurin the vampire lord. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Layytha the skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1796. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Mardaromimadin (0 def, 5 armour) Mardaromimadin (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Changes stats: +3 Mag Changes resistances penetration: +15% blight / +12% physical / +5% arcane Silence immunity: +37% Confusion immunity: +34% Stun/Freeze immunity: +48% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+6 eff.) Spell crit. chance: +1% A pair of boots made of leather. |
Quiver | Burnstun (20/20, 54-75 power, 18 apr) =secondary= Burnstun (20/20, 54-75 power, 18 apr) =secondary=Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 228 physical damage Damage (Ranged): +62 fire / +60 physical Damage (radius 1) on hit: +20 light / +20 fire Damage (radius 2) on crit: +18 fire Arrows are used with bows to pierce your foes to death. |
Light source | watchleader's alchemist's lamp of the moons watchleader's alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Blindness immunity: +23% Confusion immunity: +15% Light radius: +7 Infravision radius: +3 See stealth: +10 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 6.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Firerot the elven-silk wizard hat (3 def, 0 armour) =current= Firerot the elven-silk wizard hat (3 def, 0 armour) =current=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +30% light / +5% physical Changes resistances penetration: +25% fire Changes damage: +20% light / +12% physical Stamina each turn: +3.00 A pointy cloth hat, very wizardly... This object's appearance was changed to cashmere wizard hat. |
Tool | supercharged dragonbone totem of healing [power 554] (9/16 cooldown) =heal= supercharged dragonbone totem of healing [power 554] (9/16 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate =8?th attempt, current= Wheel of Fate =8?th attempt, current=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Str / +6 Wil / +11 Cun / +2 Con Changes resistances penetration: +10% blight Stun/Freeze immunity: +30% Life regen: +5.00 Stamina each turn: +3.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation 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? |
On fingers | Belothra BelothraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Defense: +17 (+4 eff.) Damage when hit (Melee): 2 blight Changes resistances: +13% nature / +16% blight Critical mult.: +15.00% Physical save: +13 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+6 eff.) Poison immunity: +30% Disease immunity: +30% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +20 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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 waist | Duathelcast DuathelcastCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +12% temporal / +3% fire / +3% darkness / +12% mind Changes resistances penetration: +20% lightning Changes damage: +9% darkness Damage against: +32% Summoned Reduced damage from: +32% Summoned Blindness immunity: +20% Disarm immunity: +20% Healing mod.: +10% A belt that goes around your waist. |
In main hand | Daimadunarak the Kindlegrind =old?= Daimadunarak the Kindlegrind =old?=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 acid / +16 blight When wielded/worn: Accuracy: +46 (+9 eff.) Physical crit. chance: +20.0% Effects on ranged hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 6 blight Changes resistances penetration: +23% temporal / +53% physical Changes damage: +27% physical / +12% arcane / +33% temporal Talent cooldown: Arrow Stitching (-1 turn) Mana when firing critical spell: +1.00 Light radius: +1 Longbows are used to shoot arrows at your foes. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) =OP!= Dakhtun's Gauntlets (0 def, 6 armour) =OP!=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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | Molten Skin (15 def, 12 armour) =current= Molten Skin (15 def, 12 armour) =current=Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 6.1 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 208.47 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Cloak | Chalarek the linen cloak (11 def, 0 armour) =current= Chalarek the linen cloak (11 def, 0 armour) =current=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+7 eff.) Defense: +11 (+3 eff.) Changes stats: +3 Wil Changes damage: +15% physical Physical save: +12 (+4 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak. |
Around neck | Offalstreaker =keep= Offalstreaker =keep=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +17 Defense: +20 (+4 eff.) Changes stats: +8 Str / +7 Dex Changes resistances penetration: +20% nature Changes damage: +12% blight / +13% fire / +9% physical Critical mult.: +18.00% Stamina each turn: +3.37 Spellpower: +13 (+5 eff.) Amulets make your neck look great! |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Beihad the steel amulet =keep= Beihad the steel amulet =keep=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +2 Dex Changes resistances: +13% lightning Changes resistances penetration: +25% temporal Physical save: +13 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +26% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Gloranor the Thundervagrant Gloranor the ThundervagrantInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +9 Str / +8 Dex / +10 Cun / +10 Con Changes resistances: +3% lightning / +30% fire / +24% cold Changes damage: +21% lightning / +12% darkness / +9% acid Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
wanderer's gold amulet of vision =old= wanderer's gold amulet of vision =old=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +5 Cun / +5 Con Blindness immunity: +15% Life regen: +2.00 Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets make your neck look great! |
wanderer's voratun amulet of the eclipse wanderer's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 28% * 14% chance to blind Changes stats: +7 Dex / +8 Cun / +7 Con Changes damage: +9% light / +13% darkness Life regen: +3.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brandmoon =keep= Brandmoon =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Defense: +14 (+3 eff.) Changes resistances: +3% blight / +21% fire / +5% arcane Changes resistances penetration: +15% fire Changes damage: +9% blight / +12% fire / +12% arcane It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 177% 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! |
Ebonybane =old, keep= Ebonybane =old, keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% darkness Changes damage: +3% darkness Critical mult.: +10.00% Stun/Freeze immunity: +31% Life regen: +2.00 Psi when hit: +0.04 Mental crit. chance: +5% Rings make your fingers look great! |
Glory of the Pride =keep= Glory of the Pride =keep=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
mule's gold ring of tenacity =carry= mule's gold ring of tenacity =carry=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
pixie's voratun ring of speed =craft= pixie's voratun ring of speed =craft=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Mag Spellpower: +11 (+4 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 5.5 Power cost: 34 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 42% for 5 turns. Rings make your fingers look great! |
steel ring 'Arcweeper' =old, keep?= steel ring 'Arcweeper' =old, keep?=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances penetration: +10% acid Changes damage: +3% lightning / +9% fire / +18% acid Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
voratun ring 'Deepsstun' =old, keep= voratun ring 'Deepsstun' =old, keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +6 Damage when hit (Melee): 4 darkness Changes stats: +4 Dex / +6 Con Changes resistances penetration: +20% physical Changes damage: +12% temporal Stun/Freeze immunity: +37% Life regen: +9.00 Rings make your fingers look great! |
warrior's steel ring of sensing =keep= warrior's steel ring of sensing =keep=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +9 Rings make your fingers look great! |
warrior's voratun ring of luminosity =craft= warrior's voratun ring of luminosity =craft=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Damage (Melee): 34 light Damage (Ranged): 28 light Changes stats: +7 Str / +6 Mag Changes damage: +14% light Rings make your fingers look great! |
Thaloren-Tree Longbow =use?= Thaloren-Tree Longbow =use?=Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
keeper's dragonbone longbow of piercing keeper's dragonbone longbow of piercingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +38 (+7 eff.) Armour penetration: +21 Changes resistances penetration: +15% temporal / +14% physical / +23% all Changes damage: +21% physical / +23% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
keeper's elven-wood longbow of true flight =old= keeper's elven-wood longbow of true flight =old=Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +11% physical / +14% temporal Changes damage: +17% physical / +15% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element) Awakened Staff of Absorption (60-72 power, 60 apr, arcane 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: 130% 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 (+15 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 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of 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." |
Emblem of Evasion =keep= Emblem of Evasion =keep=Crafted 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 26 power out of 30/30) : Effective talent level: 5.5 Power cost: 26 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 58 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. |
Getuzilarab =keep= Getuzilarab =keep=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +5 Wil / +5 Cun Changes resistances: +13% light / +15% darkness Changes damage: +3% mind Mental save: +10 (+4 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +108.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +16% A belt that goes around your waist. |
Cloak of Deception =DECEP= Cloak of Deception =DECEP=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. This object's appearance was changed to Pyro: Cape. |
Relgorab the elven-silk cloak (3 def, 0 armour) =keep, mag= Relgorab the elven-silk cloak (3 def, 0 armour) =keep, mag=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +5 Dex / +12 Mag / +11 Wil / +4 Cun / +9 Con Changes resistances: +6% acid / +9% nature Talent mastery: +0.40 Technique / Combat training Spell save: +28 (+9 eff.) Teleport immunity: +23% Stamina each turn: +1.50 Maximum mana: +66.00 Maximum psi: +10.00 Spell crit. chance: +8% Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unriderig (2 def, 0 armour) =keep= Unriderig (2 def, 0 armour) =keep=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Cun Changes resistances: +3% temporal Changes damage: +3% mind Critical mult.: +15.00% Maximum life: +39.00 Maximum psi: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvywen the Starsin (2 def, 0 armour) =old, keep= Yvywen the Starsin (2 def, 0 armour) =old, keep=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -2% Changes resistances: +12% cold Changes resistances penetration: +25% light Changes damage: +6% light Confusion immunity: +20% Pinning immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belurinn the Lavaspawn (0 def, 5 armour) =keep?= Belurinn the Lavaspawn (0 def, 5 armour) =keep?=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +4% Changes resistances: +6% nature / +15% fire Changes resistances penetration: +14% physical Changes damage: +9% nature / +15% fire Life regen: +11.00 Stamina each turn: +1.30 Maximum stamina: +35.00 Healing mod.: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layybrerin the pair of drakeskin leather boots (37 def, 5 armour) =keep?= Layybrerin the pair of drakeskin leather boots (37 def, 5 armour) =keep?=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +37 (+8 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 24 Damage when hit (Melee): 8 blight Changes stats: +7 Con Changes resistances: +24% blight Changes resistances penetration: +31% blight Stamina each turn: +3.74 Maximum stamina: +37.41 A pair of boots made of leather. |
Loamoblivion (30 def, 5 armour) =old, keep= Loamoblivion (30 def, 5 armour) =old, keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+6 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 62% Changes resistances: +15% fire Changes resistances penetration: +10% nature Disarm immunity: +20% Stun/Freeze immunity: +20% Stamina each turn: +1.20 Only die when reaching: -80.00 life Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Loramas the Quenchraven (0 def, 4 armour) =keep= Loramas the Quenchraven (0 def, 4 armour) =keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances: +6% light Changes resistances penetration: +25% mind Changes damage: +9% mind / +30% cold Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malukaltholen the Blazehash (0 def, 12 armour) =old, keep= Malukaltholen the Blazehash (0 def, 12 armour) =old, keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +12 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +3 Dex Changes resistances: +9% light Critical mult.: +15.00% Stamina each turn: +2.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Dairiletar' (0 def, 5 armour) pair of voratun boots 'Dairiletar' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +3 Con Changes damage: +21% mind / +21% physical Physical save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Maximum vim: +56.79 Mindpower: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) =keep= undeterred pair of drakeskin leather boots of speed (0 def, 5 armour) =keep=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +30% Confusion immunity: +28% Stun/Freeze immunity: +40% Movement speed: +25% A pair of boots made of leather. |
Chamuchik the Hellspain (0 def, 2 armour) =keep= Chamuchik the Hellspain (0 def, 2 armour) =keep=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex / +1 Mag / +1 Wil / +3 Cun Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +6% fire Physical save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) =keep?= Gloves of the Firm Hand (0 def, 8 armour) =keep?=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hand of the World-Shaper (0 def, 12 armour) =keep= Hand of the World-Shaper (0 def, 12 armour) =keep=Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 5.5 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 99.62 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Pitchpall the voratun gauntlets (0 def, 19 armour) =keep= Pitchpall the voratun gauntlets (0 def, 19 armour) =keep=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +3 Physical crit. chance: +20.0% Armour: +19 Fatigue: +5% Changes resistances: +9% darkness Changes resistances penetration: +25% physical Critical mult.: +15.00% Psi when hit: +0.12 Spell crit. chance: +19% Mindpower: +20 (+5 eff.) Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Porakira the Pusoath (15 def, 3 armour) =old, keep= Porakira the Pusoath (15 def, 3 armour) =old, keep=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +39 (+8 eff.) Armour penetration: +19 Armour: +3 Defense: +15 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +15 Cun / +19 Dex Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 5.9 Power cost: 17 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Sulfurbreak (0 def, 8 armour) =old, keep= Sulfurbreak (0 def, 8 armour) =old, keep=Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +26 (+5 eff.) Physical crit. chance: +4.0% Armour: +8 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 62% Damage (Melee): 10 physical Changes stats: +5 Cun Changes resistances: +15% darkness Changes damage: +12% nature / +5% physical Stamina each turn: +1.00 Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 3.5 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Talent mastery: +0.00(-) Cunning / Stealth This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Growthweeper the drakeskin leather cap (0 def, 5 armour) =keep? shield penet= Growthweeper the drakeskin leather cap (0 def, 5 armour) =keep? shield penet=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +9 Dex / +5 Con Changes resistances penetration: +10% nature Changes damage: +6% arcane / +6% blight Maximum hate: +4.00 Spell crit. chance: +2% Damage Shield penetration: +30% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1261.3 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Smearroar the hardened leather cap (0 def, 3 armour) =keep, old= Smearroar the hardened leather cap (0 def, 3 armour) =keep, old=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +25 (+6 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 62% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% nature / +2% physical Changes resistances penetration: +20% nature / +25% physical Spell save: +6 (+2 eff.) Maximum life: +64.00 Healing mod.: +16% A cap made of leather. |
mindcaging drakeskin leather cap of trickery (0 def, 5 armour) mindcaging drakeskin leather cap of trickery (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +20% mind Mental save: +24 (+8 eff.) Confusion immunity: +33% A cap made of leather. |
mindcaging dwarven-steel helm of the bounder (0 def, 4 armour) =keep= mindcaging dwarven-steel helm of the bounder (0 def, 4 armour) =keep=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Dex Changes resistances: +12% mind Mental save: +16 (+6 eff.) Confusion immunity: +31% It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1261.3 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
focusing mummy wrappings of time (-25%) (5 def, 2 armour) focusing mummy wrappings of time (-25%) (5 def, 2 armour)Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +6 Wil / +10 Mag Changes resistances: +21% temporal / -25% fire Changes damage: +21% temporal / +15% cold / +15% arcane / +15% darkness Mana each turn: +0.34 Psi each turn: +0.17 Spellpower: +11 (+4 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+4 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +10 (+4 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+3 eff.) Decaying mummy wrappings. |
Eclipsezeal the quiver of dragonbone arrows (23/23, 52-72 power, 18 apr) Eclipsezeal the quiver of dragonbone arrows (23/23, 52-72 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 24% chance to reduce damage dealt by 28% Damage (Ranged): +24 darkness / +27 nature Damage (radius 1) on hit: +24 darkness Damage (radius 2) on crit: +24 arcane / +24 nature / +24 darkness Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (17/20, 24-33 power, 8 apr) =charm!= Quiver of Domination (17/20, 24-33 power, 8 apr) =charm!=Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Tiderot (10/22, 53-74 power, 18 apr) =old= Tiderot (10/22, 53-74 power, 18 apr) =old=Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 24 Damage (Ranged): +45 blight / +20 cold Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +20 blight Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of annihilation (13/21, 80-112 power, 33 apr) =current= barbed quiver of dragonbone arrows of annihilation (13/21, 80-112 power, 33 apr) =current=Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 80.5 - 112.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +29.0% Capacity: 21 On weapon crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows of grasping (21/21, 69-97 power, 18 apr) =old= barbed quiver of dragonbone arrows of grasping (21/21, 69-97 power, 18 apr) =old=Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 228 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
47 alchemist agate 47 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. |
8 onyx 8 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. |
11 aquamarine 11 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 lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 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. |
8 opal 8 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. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 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. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=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. |
voratun pickaxe 'Hathasin' (dig speed 19 turns) voratun pickaxe 'Hathasin' (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Defense: +30 (+6 eff.) Changes stats: +12 Str / +10 Wil Changes resistances: +9% mind / +3% physical Changes damage: +15% arcane / +9% mind Critical mult.: +20.74% Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Mental crit. chance: +12% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" =bug?= Forbidden Tome: "The Day It Came" =bug?=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? |
7 emerald 7 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. |
2 jade 2 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. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beobar the dwarven lantern =keep= Beobar the dwarven lantern =keep=Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 50 fire Changes stats: +2 Dex / +8 Mag / +2 Con Changes resistances: +18% fire Changes damage: +9% mind Spellpower: +12 (+4 eff.) Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Voromith the alchemist's lamp =old, keep= Voromith the alchemist's lamp =old, keep=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 34 Changes stats: +7 Dex / +4 Mag / +7 Con Reduces incoming crit damage: 10.00% Mental save: +11 (+4 eff.) Light radius: +4 See stealth: +8 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Fortune's Eye =keep?= Fortune's Eye =keep?=Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 3.5 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye =help?= Prothotipe's Prismatic Eye =help?=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) 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) 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) 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) 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. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 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. |
8 garnet 8 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 ruby 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 (2/2) =dmg pre 5.8 post 10.9!= Rod of Recall (2/2) =dmg pre 5.8 post 10.9!=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 172 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. |
Rod of Spydric Poison (0/1) =rod= Rod of Spydric Poison (0/1) =rod=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 416.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 12/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Mayowe the voratun torque of gale force [power 465] (9/13 cooldown) =current= Mayowe the voratun torque of gale force [power 465] (9/13 cooldown) =current=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 33% Damage when hit (Melee): 8 blight Changes stats: +5 Str / +5 Dex / +2 Con Critical mult.: +15.00% It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 883 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Loamvengeance the dragonbone totem of summon tentacle [power 470] (9/22 cooldown) Loamvengeance the dragonbone totem of summon tentacle [power 470] (9/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +8 Dex / +4 Wil / +11 Con Changes damage: +15% nature Critical mult.: +20.74% Mindpower: +15 (+4 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1251 Base Damage: 570 Armor: 38 All Resist: 50 Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
Balylathafast [power 314] (9/17 cooldown) =old= Balylathafast [power 314] (9/17 cooldown) =old=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +8.0% Armour: +4 Changes stats: +5 Con Changes resistances: +2% physical Physical save: +15 (+5 eff.) Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
18 diamond 18 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. |
13 moonstone 13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl 13 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. |
13 quartz 13 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. |
11 amber 11 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. |
4 citrine 4 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Banebow the Skeleton Archer level 28
17th Pyre 123rd year of Ascendancy at 08:18 see stats
By Banebow the Skeleton Archer level 29
29th Pyre 123rd year of Ascendancy at 00:18 see stats
By Banebow the Skeleton Archer level 27
15th Pyre 123rd year of Ascendancy at 15:36 see stats
By Banebow the Skeleton Archer level 38
24th Haze 123rd year of Ascendancy at 13:51 see stats
By Banebow the Skeleton Archer level 38
12nd Haze 123rd year of Ascendancy at 05:46 see stats
By Banebow the Skeleton Archer level 35
36th Dusk 123rd year of Ascendancy at 05:07 see stats
By Banebow the Skeleton Archer level 17
40th Haze 122nd year of Ascendancy at 00:39 see stats
By Banebow the Skeleton Archer level 13
2nd Dusk 122nd year of Ascendancy at 21:16 see stats
By Banebow the Skeleton Archer level 34
33rd Dusk 123rd year of Ascendancy at 03:13 see stats
By Banebow the Skeleton Archer level 33
32nd Dusk 123rd year of Ascendancy at 23:27 see stats
By Banebow the Skeleton Archer level 41
6th Decay 123rd year of Ascendancy at 05:38 see stats
By Banebow the Skeleton Archer level 50
7th Mirth 124th year of Ascendancy at 08:25 see stats
By Banebow the Skeleton Archer level 20
67th Haze 122nd year of Ascendancy at 07:39 see stats
By Banebow the Skeleton Archer level 32
7th Dusk 123rd year of Ascendancy at 19:12 see stats
By Banebow the Skeleton Archer level 29
50th Pyre 123rd year of Ascendancy at 22:30 see stats
By Banebow the Skeleton Archer level 50
3rd Mirth 124th year of Ascendancy at 09:47 see stats
By Banebow the Skeleton Archer level 39
32nd Haze 123rd year of Ascendancy at 20:35 see stats
By Banebow the Skeleton Archer level 45
35th Regrowth 124th year of Ascendancy at 04:13 see stats
By Banebow the Skeleton Archer level 24
37th Regrowth 123rd year of Ascendancy at 18:53 see stats
By Banebow the Skeleton Archer level 30
52nd Pyre 123rd year of Ascendancy at 19:50 see stats
By Banebow the Skeleton Archer level 10
9th Mirth 122nd year of Ascendancy at 10:29 see stats
By Banebow the Skeleton Archer level 20
67th Haze 122nd year of Ascendancy at 06:04 see stats
By Banebow the Skeleton Archer level 30
51st Pyre 123rd year of Ascendancy at 06:17 see stats
By Banebow the Skeleton Archer level 40
53rd Haze 123rd year of Ascendancy at 18:13 see stats
By Banebow the Skeleton Archer level 50
42nd Pyre 124th year of Ascendancy at 06:11 see stats
By Banebow the Skeleton Archer level 30
9th Mirth 123rd year of Ascendancy at 03:24 see stats
By Banebow the Skeleton Archer level 48
17th Pyre 124th year of Ascendancy at 15:15 see stats
By Banebow the Skeleton Archer level 50
69th Pyre 124th year of Ascendancy at 12:27 see stats
By Banebow the Skeleton Archer level 42
7th Decay 123rd year of Ascendancy at 09:20 see stats
By Banebow the Skeleton Archer level 19
49th Haze 122nd year of Ascendancy at 12:30 see stats
By Banebow the Skeleton Archer level 29
25th Pyre 123rd year of Ascendancy at 13:57 see stats
By Banebow the Skeleton Archer level 30
51st Pyre 123rd year of Ascendancy at 09:04 see stats
By Banebow the Skeleton Archer level 24
40th Regrowth 123rd year of Ascendancy at 20:47 see stats
By Banebow the Skeleton Archer level 34
33rd Dusk 123rd year of Ascendancy at 05:50 see stats
By Banebow the Skeleton Archer level 50
7th Mirth 124th year of Ascendancy at 08:22 see stats
By Banebow the Skeleton Archer level 29
29th Pyre 123rd year of Ascendancy at 00:18 see stats
By Banebow the Skeleton Archer level 6
4th Mirth 122nd year of Ascendancy at 01:19 see stats
By Banebow the Skeleton Archer level 29
29th Pyre 123rd year of Ascendancy at 00:18 see stats
By Banebow the Skeleton Archer level 24
41st Regrowth 123rd year of Ascendancy at 07:04 see stats
By Banebow the Skeleton Archer level 50
7th Mirth 124th year of Ascendancy at 08:25 see stats
By Banebow the Skeleton Archer level 42
3rd Allure 124th year of Ascendancy at 12:33 see stats
By Banebow the Skeleton Archer level 11
3rd Summertide 122nd year of Ascendancy at 22:07 see stats
By Banebow the Skeleton Archer level 36
68th Dusk 123rd year of Ascendancy at 02:05 see stats
By Banebow the Skeleton Archer level 24
40th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Banebow the Skeleton Archer level 24
75th Regrowth 123rd year of Ascendancy at 04:57 see stats
By Banebow the Skeleton Archer level 16
36th Haze 122nd year of Ascendancy at 15:32 see stats
By Banebow the Skeleton Archer level 28
22nd Pyre 123rd year of Ascendancy at 21:02 see stats
By Banebow the Skeleton Archer level 26
15th Pyre 123rd year of Ascendancy at 06:05 see stats
Log
A shield forms around Banebow.
Banebow uses Disengage.
Banebow is moving at extreme speed!
Burning from Atamathon the Giant Golem hits Banebow for (99 absorbed), 0 fire (0 total damage).
Atamathon the Giant Golem casts Eye Beam.
Banebow reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Atamathon the Giant Golem hits Banebow for (350 reacted , -5 stam), (552 absorbed), 0 fire (0 total damage).
Atamathon the Giant Golem's skin returns to normal.
Banebow is no longer evading attacks.
Banebow stops burning.
Talent Called Shots is ready to use.
Talent Bone Armour is ready to use.
Atamathon the Giant Golem rushes out!
Atamathon the Giant Golem misses Banebow.
Banebow is pulled in!
Banebow reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Banebow crumbles.
Banebow reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Atamathon the Giant Golem hits Banebow for (83 reacted , -5 stam), (54 absorbed), 78 fire, 134 light, (101 reacted , -5 stam), 162 physical (376 total damage).
Atamathon the Giant Golem casts Rune: Acid Wave.
Banebow is disarmed!
Banebow reacts to damage from Atamathon the Giant Golem, mitigating the blow!.
Atamathon the Giant Golem hits Banebow for (357 reacted , -5 stam), 570 acid (571 total damage).
Banebow the level 50 skeleton archer was scalded to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.