











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nexus improved tooltips 1.7.4Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ASCII Tactical Borders 1.7.5Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 50 / 3001% |
| Size | medium |
| Lifes / Deaths | Killed by Porina the honey tree at level 10 on the 8th Flare 122nd year of Ascendancy at 05:53 1 / 6Killed by Aerymina the temporal stalker at level 22 on the 52nd Dusk 122nd year of Ascendancy at 09:16 Killed by luminous horror at level 37 on the 39th Regrowth 123rd year of Ascendancy at 17:51 Killed by Zubatira the multi-hued drake hatchling at level 38 on the 41st Regrowth 123rd year of Ascendancy at 23:33 Killed by ritch flamespitter at level 50 on the 9th Mirth 123rd year of Ascendancy at 00:01 Killed by Voriralle the devourer at level 50 on the 26th Dusk 123rd year of Ascendancy at 11:27 |
Primary Stats
| Strength | 57 (base 28) |
| Dexterity | 57 (base 40) |
| Constitution | 72 (base 55) |
| Magic | 102 (base 60) |
| Willpower | 48 (base 17) |
| Cunning | 78 (base 41) |
Resources
| Life | 1636/1636 |
| Paradox | 300 |
| Healing Factor | 1.7362906294957 |
| Regeneration | 55.995372801235 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +68.967548015732% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 7 |
| See Stealth | 96.49379108258 |
| See Invisible | 96.493791082579 |
Offense: Mainhand
| Damage | 234 |
| Accuracy | 69 |
| Crit Chance | 51% |
| APR | 83 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 118 |
| Accuracy | 69 |
| Crit Chance | 60% |
| APR | 63 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +39% |
| Blight | +25% |
| Physical | +69% |
| Cold | +33% |
| All | +15% |
| Darkness | +25% |
| Light | +32% |
| Temporal | +42% |
| Fire | +24% |
| Mind | +24% |
Offense: Damage Penetration
| Acid | +44% |
| Blight | +44% |
| Arcane | +39% |
| Cold | +44% |
| All | +29% |
| Darkness | +46% |
| Light | +39% |
| Temporal | +74% |
| Mind | +64% |
| Fire | +44% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 37 (91.987013568881%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 77 |
| Mental Save | 80 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 70%( 70%) |
| All | + 38%( 70%) |
| Physical | + 68%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 59%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Pinning Resistance | 60% |
| Bleed Resistance | 10% |
| Disarm Resistance | 45% |
| Knockback Resistance | 44% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 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 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 157 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 Strength stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Bow Threading | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Temporal Hounds |
| talent | Contingency |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 69% faster. 3 Celerity |
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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Silomira the black crystal. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xysema the orc assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic 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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed multi-hued wyrm scale. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. | active |
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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Blindquarry the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Mag / +12 Wil / +12 Cun Changes resistances: +12% cold / +30% temporal / +15% mind / +30% darkness Changes resistances penetration: +17% darkness / +20% temporal / +25% mind / +10% light Changes damage: +7% acid / +3% light / +10% blight Physical save: +25 (+5 eff.) Spell save: +29 (+6 eff.) Mental save: +25 (+5 eff.) Disease immunity: +50% Spellpower: +9 (+2 eff.) Light radius: +2 Defense after a teleport: +29 Resist all after a teleport: +17% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
| Light source | Gloruldawe the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +2.0% Defense: +25 (+5 eff.) Changes resistances: +1% physical / +15% darkness / +12% temporal Changes resistances penetration: +14% all Changes damage: +8% light Damage affinity(heal): +5% light Physical save: +18 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +19 (+4 eff.) Light radius: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 266.74 light damage. At talent level 3 you gain 39% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | cashmere wizard hat 'Hettigalar' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 blight Changes resistances: +3% blight / +23% physical / +10% darkness / +10% mind Changes resistances penetration: +15% blight Changes damage: +21% physical / +10% darkness / +9% mind Physical save: +11 (+3 eff.) Mental save: +12 (+2 eff.) Maximum hate: +6.00 Maximum psi: +18.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
| On hands | Nerathra the drakeskin leather gloves (15 def, 19 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +19 Defense: +15 (+3 eff.) Damage (Melee): 15 physical Changes stats: +6 Str / +6 Mag / +6 Cun Changes resistances: +3% fire / +9% light / +10% darkness Changes resistances penetration: +15% acid Changes damage: +11% physical Spell save: +12 (+3 eff.) Mental save: +14 (+3 eff.) Cut immunity: +10% Pinning immunity: +10% Maximum life: +100.00 Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 158% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +14 physical / +46 light / +43 darkness It can be used to activate talent Starfall, placing all other charms into a 14 cooldown : Effective talent level: 2.5 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 137.73 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood totem of healing 'Glitterwedge' [power 374] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances penetration: +25% temporal Changes damage: +6% light / +6% temporal Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 374 Activation puts all charms on cooldown for 10 turns. When used: * Reduce 3 talent cooldowns by 2. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Growthwither'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +22 Physical crit. chance: +2.0% Physical power: +40 (+6 eff.) Defense: +14 (+3 eff.) Changes stats: +8 Con / +6 Wil Changes resistances penetration: +25% nature Changes damage: +8% all Physical save: +16 (+4 eff.) Mental save: +12 (+2 eff.) Stamina each turn: +3.55 Spellpower: +17 (+4 eff.) Mindpower: +17 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 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 178% 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! |
| On fingers | voratun ring 'Rainfurnace'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% Changes stats: +1 Wil / +1 Mag Changes resistances: +9% nature Physical save: +9 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +17 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +17.00 Maximum life: +99.00 Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Healing mod.: +15% Rings make your fingers look great! |
| Around neck | YvynnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -10% Changes resistances: +12% lightning / +30% temporal / +27% light / +6% arcane / +12% cold / +9% mind / +30% darkness Changes damage: +9% physical Physical save: +9 (+2 eff.) Blindness immunity: +30% Pinning immunity: +50% Knockback immunity: +44% Life regen: +4.00 Maximum life: +60.00 Combat speed: +10% Amulets make your neck look great! |
| In main hand | Growthhunger the voratun longsword (153% power, 29 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +29 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 40% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +15% Damage (Melee): +8 nature Damage (radius 2) on crit: +48 fire When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +9% acid / +3% nature Changes resistances penetration: +15% fire Global speed: +3% Sharp, long, and deadly. |
| Around waist | TarrodunarainInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Changes stats: +8 Str / +6 Dex / +6 Wil / +7 Cun Changes resistances: +3% nature / +12% light Critical mult.: +15.00% Physical save: +27 (+6 eff.) Spell save: +20 (+4 eff.) Mental save: +19 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +3 Infravision radius: +2 A belt that goes around your waist. |
| In off hand | Ivena (165% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). When wielded/worn: Accuracy: +37 (+9 eff.) Armour penetration: +15 Physical power: +5 (+0 eff.) Defense: +13 (+3 eff.) Changes resistances penetration: +10% arcane / +15% all Spell save: +3 (+1 eff.) Disarm immunity: +45% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -80.00 life Maximum vim: +20.00 Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Ce'Nykira' (13 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce all saves and defense by 33 Changes stats: +4 Str / +1 Cun / +4 Con Changes resistances: +19% nature / +32% blight Changes resistances penetration: +10% mind Physical save: +15 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +24 (+5 eff.) Life regen: +11.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xutta the Hazesmasher (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% lightning / +21% temporal / +9% darkness / +23% fire / +13% all / +14% acid / +11% physical / +6% blight / +34% cold / +8% light Changes resistances penetration: +15% cold Changes damage: +17% acid / +21% temporal / +18% cold / +13% physical / +9% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +14 (+3 eff.) Spell save: +27 (+6 eff.) Mental save: +15 (+3 eff.) Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the sneak (speed 962%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 962% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 768%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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 Magic 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. |
regeneration infusion of the wizard (heal 713; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 713 life over 5 turns. Its effects scale with your Magic 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. |
wild infusion of the titan (res 34%; physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 35%; mental, physical; dur 3; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, blight, arcane, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 blight, 4 arcane, 5 nature 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. |
Rune of the Rift (342.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 485.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 10; phase 22; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
blink rune of the wizard (range 8; phase 25; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 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. |
blink rune of the wizard (range 9; phase 26; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
blink rune of the wizard (range 10; phase 27; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 17 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
shatter afflictions rune of the sneak (absorb 157; 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 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 157 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 166; cd 18)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: 18 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 166 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the sneak (threshold 70; blocks 8; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 8 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Bethuta the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +17 Physical power: +30 (+5 eff.) Armour: +10 Damage when hit (Melee): 6 arcane Changes stats: +2 Str Changes resistances: +5% arcane / +5% physical Critical mult.: +15.00% Amulets make your neck look great! |
Chirokhad the BlazeprideCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Fatigue: -9% Changes stats: +14 Dex / +10 Wil / +11 Cun / +9 Con Changes resistances cap: +6% all Changes damage: +15% light Physical save: +24 (+5 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +22% Life regen: +5.00 Stamina each turn: +1.20 Mindpower: +13 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 354 strength, based on Magic) for 5 turns Activation costs 16 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 20 power out of 60/60) : Effective talent level: 4.5 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 29 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 34 power out of 80/80) : Effective talent level: 3.2 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 2 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
savior's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Physical save: +16 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
steel amulet 'Erelarominarimnir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +3 Mag / +4 Cun / +4 Con Changes resistances: +1% physical Changes resistances penetration: +5% physical Talent mastery: +0.14 Chronomancy / Fate Weaving Life regen: +2.00 Stamina each turn: +0.60 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 7 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. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emebreba the FrozenkarmaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +12 Changes stats: +4 Wil Changes damage: +9% cold / +18% physical Critical mult.: +10.00% Mental save: +8 (+2 eff.) Rings make your fingers look great! |
Emodawe the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 mind Changes stats: +6 Mag Changes resistances: +9% mind Changes resistances penetration: +25% physical Physical save: +6 (+2 eff.) Blindness immunity: +32% Stamina each turn: +3.00 Infravision radius: +5 See stealth: +8 See invisible: +19 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 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. |
Khelaroldil the HellsjusticePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +5 Mag Changes resistances penetration: +15% temporal Changes damage: +12% fire Blindness immunity: +28% Spellpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +6 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 4.5 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Liseta the AbyssjusticePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +6% nature Changes resistances penetration: +15% fire Changes damage: +9% fire Blindness immunity: +20% Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +28% Maximum life: +22.00 Infravision radius: +3 See stealth: +10 See invisible: +5 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SootrainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +9% blight / +4% physical Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +32% Life regen: +3.00 Only die when reaching: -40.00 life Maximum life: +60.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.13 cold and 24.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
steel ring 'Natureworm'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 40% Changes resistances: +28% cold Changes resistances penetration: +10% lightning / +25% nature / +15% acid Changes damage: +14% cold Rings make your fingers look great! |
titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
treant's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +7% nature / +15% blight Poison immunity: +25% Disease immunity: +22% Life regen: +9.00 Maximum life: +59.00 Healing mod.: +15% Rings make your fingers look great! |
warrior's steel ring of aether (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% arcane Changes damage: +10% arcane Rings make your fingers look great! |
Belekira (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 darkness / +20 mind Damage against: +7% Living When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+2 eff.) Changes stats: +2 Wil Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Sharp, short and deadly. |
Strikeshine the stralite dagger (135% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * Create an explosion dealing 109 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 temporal Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Changes resistances: +14% temporal Changes resistances penetration: +24% lightning Changes damage: +19% lightning / +3% blight Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
voratun dagger 'Demonshine' (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 darkness Damage (radius 2) on crit: +18 lightning / +20 cold When wielded/worn: Changes resistances: +6% fire / +5% arcane / +6% temporal Changes resistances penetration: +18% lightning / +14% cold Spell save: +9 (+2 eff.) Movement speed: +46% Sharp, short and deadly. |
voratun dagger 'Malyhek' (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +13.0% Physical power: +15 (+2 eff.) Changes stats: +11 Str / +3 Wil Changes resistances penetration: +10% blight Changes damage: +14% physical Spell save: +12 (+3 eff.) Mana each turn: +0.08 Maximum mana: +60.00 Maximum vim: +30.00 Sharp, short and deadly. |
voratun dagger 'Nimbuswoe' (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 109 damage Damage (Melee): +20 blight / +20 light / +16 lightning Damage against: +29% Undead When wielded/worn: Changes stats: +4 Wil / +4 Con Changes resistances: +9% lightning Disease immunity: +35% Light radius: +4 Sharp, short and deadly. |
elven-wood longbow 'Isletta'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 arcane When wielded/worn: Ammo reloads per turn: +5 Changes stats: +5 Dex / +6 Mag / +1 Wil Changes resistances penetration: +20% blight / +23% physical / +26% temporal Changes damage: +42% physical / +31% temporal Talent mastery: +0.15 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-1 turn) Mana each turn: +0.16 Spellpower: +20 (+5 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Butcher (159% power, 12 apr)Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Darkobsidian (152% power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 181 damage over 5 turns and reducing armor and accuracy by 23 Damage (Melee): +20 light Damage (radius 1) on hit: +16 darkness Damage against: +30% Undead When wielded/worn: Accuracy: +22 (+6 eff.) Changes stats: +5 Str / +7 Dex / +5 Mag / +2 Con Changes damage: +12% darkness Light radius: +3 Combat speed: +10% Sharp, long, and deadly. |
dwarven-steel longsword 'Gytha' (123% power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +10 Str / +7 Dex / +6 Mag / +7 Wil / +6 Cun / +11 Con Changes resistances penetration: +7% physical Disarm immunity: +15% Sharp, long, and deadly. |
Thunderfall (161% power, 6 apr)Requires: - Willpower 30 - Magic 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 40 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Awakened Staff of Absorption (172% 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. Power: 172% Range: 1.2x 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 (+12 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 134 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." |
Crystalline Voratun waraxe (161% power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 It is part of a set of items. Power: 162% Range: 1.4x Uses stat: 150% Mag Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+3 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. One-handed war axes. Transformed with the power of the Spellblaze. |
Cyrywe the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Defense: +17 (+4 eff.) Changes stats: +2 Mag / +10 Wil / +4 Cun Stealth bonus: +14 Spell save: +3 (+1 eff.) Mental save: +26 (+5 eff.) Silence immunity: +21% Stamina each turn: +1.00 Maximum life: +271.00 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 20 power out of 30/30) : Effective talent level: 5.5 Power cost: 20 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 33% chance to evade melee and ranged attacks and 39 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. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
drakeskin leather belt 'Toryhell'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +11 Defense: +12 (+3 eff.) Changes stats: +2 Str / +8 Mag / +7 Wil Changes damage: +9% physical Critical mult.: +10.00% Physical save: +25 (+5 eff.) Mental save: +10 (+2 eff.) Maximum stamina: +20.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 34 power out of 50/50) : Effective talent level: 3.2 Power cost: 34 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 11 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
cashmere cloak 'Earthviper' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 * 20% chance to slow global speed by 61% * 20 arcane resource burn Changes stats: +4 Cun / +4 Dex Changes resistances: +12% fire / +12% cold Changes resistances penetration: +10% nature Changes damage: +3% mind / +12% nature 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 'Aerora' (16 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +11 Armour: +11 Defense: +16 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag Changes resistances: +9% temporal / +29% cold Critical mult.: +28.00% Stealth bonus: +13 Physical save: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Urthistir' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce armor by 40% Damage when hit (Melee): 4 mind / 4 acid Changes stats: +5 Cun / +5 Dex Changes resistances: +19% nature / +19% blight Changes resistances penetration: +15% mind Changes damage: +12% acid Life regen: +8.00 Maximum life: +60.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 34 power out of 50/50) : Effective talent level: 2.5 Power cost: 34 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +3 Wil Changes resistances: +15% all Changes resistances penetration: +8% temporal / +12% physical Changes damage: +30% temporal / +19% physical Silence immunity: +33% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 253 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 16 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Mehell (8 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Fatigue: +3% Changes resistances penetration: +15% blight Reduces incoming crit damage: 5.00% Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +8 Maximum stamina: +23.00 Spellpower: +5 (+1 eff.) Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 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 33% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
pair of hardened leather boots 'Pyremark' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 6 fire Changes resistances: +6% fire Changes resistances penetration: +25% mind Changes damage: +30% mind Silence immunity: +32% Confusion immunity: +31% Stun/Freeze immunity: +38% A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 5.5 Power cost: 11 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour)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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
hardened leather gloves 'Garogakhad' (0 def, 2 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 acid / 8 temporal / 7 arcane Damage (Ranged): 8 temporal Changes stats: +1 Dex / +3 Mag / +4 Wil / +2 Con Changes resistances: +7% acid / +5% temporal / +3% arcane Changes damage: +5% acid / +4% temporal / +5% arcane Reduces incoming crit damage: 15.00% Spellpower: +7 (+2 eff.) See invisible: +6 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 arcane Damage (radius 2) on crit: +7 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Durerig' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Physical power: +10 (+1 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 9 fire Damage when hit (Melee): 6 physical Changes stats: +4 Str / +3 Dex / +10 Cun Changes resistances: +6% fire Changes damage: +5% fire Only die when reaching: -80.00 life Light radius: +2 When used to modify unarmed attacks: Power: 141% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +10 fire It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Bustir the dwarven-steel helm (4 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +4 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +18% blight / +9% darkness / +5% arcane / +12% acid Spell save: +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Haletar the elven-silk wizard hat (13 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +13 (+3 eff.) Changes stats: +3 Dex / +7 Mag / +6 Wil / +9 Cun Changes resistances penetration: +15% physical Changes damage: +12% acid / +15% physical / +12% lightning / +12% fire / +13% arcane / +12% cold Spell save: +13 (+3 eff.) Mental save: +18 (+4 eff.) Psi when hit: +0.08 Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 213 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Barkonslaught (24/24, 154% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +26 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 On weapon hit: * 20% chance to reduce armor by 40% * 20% chance to slow global speed by 61% * 20% chance to knock the target back 3 spaces and deal 218 physical damage Damage (Ranged): +8 acid / +42 cold / +8 nature / +50 physical Damage (radius 1) on hit: +21 nature Damage (radius 2) on crit: +8 nature / +20 cold Arrows are used with bows to pierce your foes to death. |
Bloomburst (20/20, 186% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 38% chance to reduce all saves and defense by 33 * 20% chance to slow global speed by 61% * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns Travel speed: +200% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +12 mind Arrows are used with bows to pierce your foes to death. |
Kedan the Shiverbile (17/17, 154% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +16.0% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +15 fire / +4 darkness / +12 physical Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +8 cold / +8 darkness / +14 fire Arrows are used with bows to pierce your foes to death. |
Mucklace (24/56, 181% power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 181% Range: 1.4x Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 Crit. chance: +3.0% Capacity: 56 On weapon hit: * 20% chance to slow global speed by 61% Damage Shield penetration (this weapon only): +32% Damage (Ranged): +21 blight / +20 nature Damage (radius 1) on hit: +21 nature / +16 mind Damage (radius 2) on crit: +21 nature Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 156% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 70% Dex, 140% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
544 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. |
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. |
2 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Loredur the voratun pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 26% chance to reduce armor by 40% Damage when hit (Melee): 8 blight Changes stats: +8 Str / +6 Dex / +8 Wil Changes resistances: +18% darkness / +6% fire Changes resistances penetration: +20% acid Physical save: +21 (+5 eff.) Pinning immunity: +26% Knockback immunity: +26% Spell crit. chance: +8% Light radius: +4 Movement speed: +10% Damage Shield penetration: +39% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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.(105 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
10 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 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. |
3 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)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 135 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. |
Xerabeth the voratun torque of mindblast [power 400] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 temporal Changes resistances: +6% blight Changes resistances penetration: +15% temporal Changes damage: +3% blight / +3% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blast the opponent's mind dealing 496 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Heal for 110. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Duathelmistress' [power 66] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 darkness Changes stats: +1 Dex It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 70% Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 141 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 24 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 286.84 temporal and 252.50 darkness damage (based on Magic) Activation costs 14 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and 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. |
5 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. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dama da Noite the Cornac Temporal Warden level 39
44th Regrowth 123rd year of Ascendancy at 23:50 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dama da Noite the Cornac Temporal Warden level 50
54th Pyre 123rd year of Ascendancy at 03:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Dama da Noite the Cornac Temporal Warden level 39
42nd Regrowth 123rd year of Ascendancy at 21:17 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Dama da Noite the Cornac Temporal Warden level 50
72nd Pyre 123rd year of Ascendancy at 23:06 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dama da Noite the Cornac Temporal Warden level 44
58th Regrowth 123rd year of Ascendancy at 02:28 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dama da Noite the Cornac Temporal Warden level 50
40th Pyre 123rd year of Ascendancy at 14:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Dama da Noite the Cornac Temporal Warden level 43
52nd Regrowth 123rd year of Ascendancy at 22:48 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Dama da Noite the Cornac Temporal Warden level 28
45th Haze 122nd year of Ascendancy at 18:06 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dama da Noite the Cornac Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 01:12 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Dama da Noite the Cornac Temporal Warden level 41
49th Regrowth 123rd year of Ascendancy at 23:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dama da Noite the Cornac Temporal Warden level 34
10th Decay 122nd year of Ascendancy at 08:47 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Dama da Noite the Cornac Temporal Warden level 50
27th Dusk 123rd year of Ascendancy at 20:38 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dama da Noite the Cornac Temporal Warden level 21
49th Dusk 122nd year of Ascendancy at 09:35 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dama da Noite the Cornac Temporal Warden level 50
27th Dusk 123rd year of Ascendancy at 12:55 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dama da Noite the Cornac Temporal Warden level 50
23rd Dusk 123rd year of Ascendancy at 21:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dama da Noite the Cornac Temporal Warden level 45
58th Regrowth 123rd year of Ascendancy at 17:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dama da Noite the Cornac Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 01:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dama da Noite the Cornac Temporal Warden level 20
43rd Dusk 122nd year of Ascendancy at 19:16 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dama da Noite the Cornac Temporal Warden level 30
1st Decay 122nd year of Ascendancy at 03:20 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Dama da Noite the Cornac Temporal Warden level 40
47th Regrowth 123rd year of Ascendancy at 10:39 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Dama da Noite the Cornac Temporal Warden level 50
39th Pyre 123rd year of Ascendancy at 22:21 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dama da Noite the Cornac Temporal Warden level 50
10th Dusk 123rd year of Ascendancy at 09:10 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Dama da Noite the Cornac Temporal Warden level 50
78th Pyre 123rd year of Ascendancy at 21:40 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dama da Noite the Cornac Temporal Warden level 25
69th Dusk 122nd year of Ascendancy at 11:22 see stats
Self-killer (Insane (Adventure) difficulty)
Killed your future self.By Dama da Noite the Cornac Temporal Warden level 32
9th Decay 122nd year of Ascendancy at 02:25 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dama da Noite the Cornac Temporal Warden level 50
44th Pyre 123rd year of Ascendancy at 06:47 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dama da Noite the Cornac Temporal Warden level 31
2nd Decay 122nd year of Ascendancy at 19:18 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dama da Noite the Cornac Temporal Warden level 42
50th Regrowth 123rd year of Ascendancy at 01:05 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dama da Noite the Cornac Temporal Warden level 50
27th Dusk 123rd year of Ascendancy at 20:37 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dama da Noite the Cornac Temporal Warden level 6
3rd Mirth 122nd year of Ascendancy at 04:16 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dama da Noite the Cornac Temporal Warden level 50
10th Dusk 123rd year of Ascendancy at 00:55 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dama da Noite the Cornac Temporal Warden level 29
63rd Haze 122nd year of Ascendancy at 18:17 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Dama da Noite the Cornac Temporal Warden level 50
27th Dusk 123rd year of Ascendancy at 20:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dama da Noite the Cornac Temporal Warden level 13
4th Dusk 122nd year of Ascendancy at 01:11 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dama da Noite the Cornac Temporal Warden level 46
76th Regrowth 123rd year of Ascendancy at 22:50 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dama da Noite the Cornac Temporal Warden level 23
56th Dusk 122nd year of Ascendancy at 15:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dama da Noite the Cornac Temporal Warden level 18
34th Dusk 122nd year of Ascendancy at 07:22 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dama da Noite the Cornac Temporal Warden level 38
42nd Regrowth 123rd year of Ascendancy at 13:07 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Dama da Noite the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 16:47 see stats
Log
You gain 0.20 gold from the transmogrification of drakeskin leather belt.
You gain 7.32 gold from the transmogrification of truestriking voratun waraxe of erosion (148% power, 6 apr).
You gain 19.55 gold from the transmogrification of enhanced voratun waraxe of evisceration (148% power, 6 apr).
You gain 25.00 gold from the transmogrification of dragonbone vilestaff 'Daimuzor' (136% power, 6 apr, blight element).
You gain 1.75 gold from the transmogrification of drakeskin leather sling.
You gain 25.00 gold from the transmogrification of living mindstar 'Ce'Nyda' (114% power, 40 apr, mind damage).
You gain 4.80 gold from the transmogrification of voratun mace of crippling (156% power, 6 apr).
You gain 7.45 gold from the transmogrification of balanced voratun longsword of torment (151% power, 6 apr).
You gain 25.00 gold from the transmogrification of Dazzlefame the voratun longsword (169% power, 6 apr).
You gain 7.04 gold from the transmogrification of swiftstrike dragonbone longbow of dampening.
You gain 14.15 gold from the transmogrification of balanced voratun greatsword of ruin (170% power, 4 apr).
You gain 12.98 gold from the transmogrification of balanced voratun greatsword of evisceration (175% power, 4 apr).
You gain 6.43 gold from the transmogrification of acidic voratun dagger of shearing (146% power, 9 apr).
You gain 25.00 gold from the transmogrification of Demonbearer (148% power, 9 apr).
You gain 24.40 gold from the transmogrification of wanderer's voratun amulet of soulsearing.
You gain 8.65 gold from the transmogrification of vitalizing voratun amulet.
You gain 1.99 gold from the transmogrification of regeneration infusion of the wizard (heal 679; 16 cd).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Temporal hound is out of phase.
Temporal hound is no longer out of phase.
Temporal hound is out of phase.
Temporal hound is out of phase.
Temporal hound is no longer out of phase.
Ran for 9 turns (stop reason: didn't move).
Saving done.


































































































































































