










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Harrier class 1.7.0Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua. Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Nargol |
Class | Harrier |
Level / Exp | 50 / 2360% |
Size | medium |
Lifes / Deaths | Killed by Glevena the ogre pounder at level 27 on the 9th Haze 122nd year of Ascendancy at 23:05 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 82 (base 20) |
Dexterity | 127 (base 60) |
Constitution | 114 (base 60) |
Magic | 25 (base 7) |
Willpower | 63 (base 35) |
Cunning | 101 (base 63) |
Resources
Life | 1559/1559 |
Steam | 0/100 |
Stamina | 344/344 |
Equilibrium | 30 |
Healing Factor | 2.0773232919365 |
Regeneration | 77.896907039856 |
Speed
Mental | -33.507559481464% |
Attack | -33.507559481464% |
Movement | -33.507559481466% |
Spell | -33.507559481464% |
Global | +133.50755948146% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 69.411551504728 |
See Invisible | 69.411551504728 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 146 |
Accuracy | 92 |
Crit Chance | 95% |
APR | 81 |
Speed | 1.20 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 67% |
Speed | 1.5039303599049 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 67% |
Speed | 1.5039303599049 |
Offense: Damage Bonus
Cold | +16% |
Physical | +39% |
Mind | +13% |
All | +7% |
Offense: Damage Penetration
Acid | +20% |
Physical | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 70 (57.718496631565%) |
Defense | 95 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 96 |
Spell Save | 80 |
Mental Save | 82 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 62%( 70%) |
All | + 46%( 70%) |
Lightning | + 59%( 70%) |
Light | + 51%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 70%( 70%) |
Mind | + 50%( 70%) |
Fire | + 68%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 37% |
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse 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 684 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 959% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Hail of blades | 1.10 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Throwing blades | 1.40 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cunning / Lurk | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Thoughts of iron | 0.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Harrying | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 2.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Nargol | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
Cunning / Juggling | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Race / Imperialist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/1 |
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Molten Iron Blood |
talent | Trained Reactions |
talent | Recompose |
talent | Antimagic Shield |
talent | Practice |
talent | Concentrate |
talent | Apply Poison |
talent | Weighted Weapons |
talent | Numbing Poison |
talent | Insidious Poison |
beneficial effect | Has 12 throwing knives prepared: 12 KnivesRange: 8 Net Damage: 614 - 860 Accuracy: 109 (knife) APR: 94 Crit Chance: +126% Crit mult: 302% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | global speed +34%, combat/move speed -34%, instant projectiles. Instinctive Thought |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the desperate necromancer to the recall portal on level 1 of Old Forest. Escort: desperate necromancer (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | done |
You successfully escorted the harried rogue to the recall portal on level 1 of Ruins of Kor'Pul. Escort: harried rogue (level 1 of Ruins of Kor'Pul) | 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 gained talent category Steamtech / Blacksmith (at mastery 1.30). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Turtle (+2 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Resonance Field (+2 level(s)). | done |
You successfully escorted the lost soldier to the recall portal on level 1 of Dreadfell. Escort: lost soldier (level 1 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 3 of Old Forest. Escort: lost spellblade (level 3 of Old Forest)As a reward you gained talent category Steamtech / Thoughts of iron (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +8. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 Prox 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2690. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +45 (+8 eff.) Changes stats: +14 Lck / +21 Dex Changes resistances: +9% light / +9% temporal Stealth bonus: +12 Life regen: +11.00 Healing mod.: +20% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 21% chance to reduce all saves and defense by 40 * 21% chance to slow global speed by 68% * 20% chance to reduce damage dealt by 32% Damage (radius 1) on hit: +21 lightning / +21 mind Damage (radius 2) on crit: +16 lightning / +21 mind Shots are used with slings to pummel your foes to death. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +30 (+5 eff.) Armour: +13 Damage (Melee): 13 physical Damage when hit (Melee): 10 light / 10 physical Changes stats: +7 Str / +3 Dex Changes resistances penetration: +15% physical Changes damage: +11% physical Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +15 physical Damage (radius 2) on crit: +14 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +6 Str / +2 Mag / +9 Wil / +2 Cun / +13 Lck Changes resistances: +9% physical Critical mult.: +15.00% Physical save: +11 (+2 eff.) Spell save: +9 (+1 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +9% Mindpower: +5 (+1 eff.) Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Damage when hit (Melee): 6 cold Changes stats: +3 Con Changes resistances: +9% cold Changes damage: +21% physical / +9% cold Critical mult.: +20.00% Stamina each turn: +3.10 It can be used to blast the opponent's mind dealing 537 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +15 Physical power: +15 (+3 eff.) Defense: +16 (+3 eff.) Changes stats: +15 Str / +6 Dex / +2 Wil / +8 Con Changes resistances: +6% mind Reduces incoming crit damage: 10.00% Physical save: +18 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +26 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 5.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% 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 | ![]() Requires: - Level 35 Crafted 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 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 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. This item has been sent to the Item's Vault. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +12 Defense: +9 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 40 Damage when hit (Melee): 8 acid Changes stats: +13 Lck / +4 Con Changes resistances penetration: +20% acid Changes damage: +6% mind Critical mult.: +12.00% Physical save: +9 (+2 eff.) Life regen: +2.00 Maximum life: +55.00 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Main armor | ![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +31 Defense: +39 (+7 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +24% lightning / +30% physical / +25% fire / +21% cold / +14% acid Allows you to breathe in: water Spell save: +14 (+2 eff.) Disarm immunity: +10% Confusion immunity: +10% Only die when reaching: -40.00 life A suit of armour made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Wil / +4 Con Changes resistances: +5% arcane / +2% physical Physical save: +20 (+4 eff.) Stamina each turn: +3.00 Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +4 (+1 eff.) Fatigue: -4% Effects on melee hit: * 21% chance to reduce damage dealt by 32% Changes stats: +4 Str / +2 Dex / +5 Mag / +2 Cun / +4 Con Changes resistances: +20% nature / +18% blight Critical mult.: +26.00% Stealth bonus: +14 Life regen: +11.00 Mental crit. chance: +2% 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. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +9 Changes stats: +6 Str / +6 Dex / +9 Wil / +9 Cun / +9 Con / +10 Lck Changes resistances penetration: +15% physical Damage against: +41% Summoned Reduced damage from: +36% Summoned Trap disarming bonus: +30 Stealth bonus: +11 Physical save: +29 (+5 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
Inventory
![]() Requires: - Level 15 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. 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. This item has been sent to the Item's Vault. |
![]() 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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -860 life. The duration and life will increase by 1% for every 1% life you have lost (currently 860 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 470 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Requires: - Level 25 Powered 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 (+3 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 21 power out of 60/60) : Effective talent level: 4.5 Power cost: 21 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 19 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. This item has been sent to the Item's Vault. |
![]() Powered 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Defense: +30 (+6 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +15% blight / +40% light / +9% mind Changes damage: +20% light / +6% physical Cut immunity: +21% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Damage when hit (Melee): 4 cold Changes resistances: +24% cold / +12% darkness / +9% mind Stun/Freeze immunity: +38% Life regen: +5.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +4 Armour: +10 Defense: +15 (+3 eff.) Changes stats: +5 Str Changes resistances: +36% nature Changes damage: +18% nature / +21% lightning Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight / 10 cold Changes stats: +10 Con Changes resistances: +31% fire Changes resistances penetration: +25% fire Changes damage: +18% fire Physical save: +20 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 92 lightning damage (1/turn) On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Physical crit. chance: +14.0% Physical power: +21 (+4 eff.) Changes stats: +4 Wil Changes resistances: +3% lightning Changes resistances penetration: +35% lightning Changes damage: +40% lightning Critical mult.: +20.00% Mental save: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 lightning Damage (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +36 (+7 eff.) Physical crit. chance: +14.0% Physical power: +13 (+2 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +6 Dex Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +20% nature Changes damage: +6% nature / +3% lightning Disarm immunity: +36% Combat speed: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +26 temporal When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con Changes resistances: +27% lightning Changes resistances penetration: +15% all Changes damage: +18% temporal Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +30 (+9 eff.) See invisible: +9 Sharp, short and deadly. |
![]() 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 Base power: 36.5 - 47.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 acid / +16 temporal Damage (radius 1) on hit: +4 blight / +4 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +14 (+3 eff.) Damage when hit (Melee): 4 blight Changes resistances: +12% acid / +18% temporal / +12% blight Changes resistances penetration: +5% blight Sharp, short and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.0 - 127.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 92 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 lightning When wielded/worn: Armour: +2 Changes resistances: +3% temporal / +9% fire Changes resistances penetration: +15% lightning / +35% cold Changes damage: +38% cold Reduces incoming crit damage: 15.00% Massive two-handed mauls. |
![]() Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Changes damage: +10% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +39 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +27% Damage (Melee): +28 nature Damage (radius 1) on hit: +28 fire When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +3 Mag Changes damage: +12% acid Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 36% On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Damage (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +16 Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +3% nature Changes damage: +9% acid Critical mult.: +63.00% Mindpower: +10 (+2 eff.) Massive two-handed swords. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +4 light / +20 cold When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +3% light Changes resistances penetration: +25% blight / +38% physical / +15% temporal Changes damage: +20% physical / +3% light / +6% blight / +23% cold / +21% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +60 lightning / +38 cold When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +9 Str / +3 Mag / +18 Wil / +21 Con Changes resistances penetration: +36% lightning / +27% cold / +15% light Maximum life: +165.00 Spell crit. chance: +1% Light radius: +3 Movement speed: +62% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid / +4 light Damage (radius 2) on crit: +16 mind / +4 light When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +11 Str / +13 Dex / +9 Mag / +10 Wil / +12 Cun / +11 Con Disarm immunity: +46% Psi when hit: +0.12 Mental crit. chance: +1% Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +1.0% Armour: +2 Defense: +36 (+7 eff.) Damage (Melee): 10 mind / 12 darkness Changes resistances penetration: +10% acid / +7% physical / +10% fire / +15% lightning / +9% cold Changes damage: +16% lightning / +34% physical / +10% darkness / +15% fire / +31% cold / +7% mind / +15% acid Talent granted: +1 Attune Mindstar Pinning immunity: +35% Maximum stamina: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: +12% nature / +4% physical Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Disease immunity: +21% Teleport immunity: +21% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +41% Heals friendly targets nearby when you use a nature summon: +50 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (radius 2) on crit: +26 acid / +37 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +2.0% Armour: +4 Changes stats: +7 Cun Changes resistances: +9% light / +12% temporal Changes resistances penetration: +21% acid / +8% physical / +20% nature Changes damage: +20% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Stamina each turn: +4.00 Equilibrium when hit: +0.12 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+14 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 136 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." |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 33.0 - 39.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +5 Cun / +8 Con Changes resistances: +9% nature / +3% lightning Changes damage: +6% lightning / +6% blight / +9% nature / +33% darkness Talent granted: +1 Command Staff Critical mult.: +26.00% N.Energy each turn: +0.20 Vim when firing critical spell: +11.00 Maximum vim: +79.00 Maximum neg.energy: +50.00 Spellpower: +31 (+10 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +38 (+8 eff.) Physical crit. chance: +27.0% Physical power: +42 (+7 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 40 Changes resistances: +3% acid / +3% light / +6% mind / +3% blight Changes damage: +30% lightning Talent granted: +1 Command Staff Spell save: +3 (+0 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +43 (+13 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Defense: +22 (+4 eff.) Damage when hit (Melee): 6 lightning / 2 cold Changes stats: +10 Mag / +10 Cun / +9 Con Changes resistances: +12% lightning Changes resistances penetration: +20% cold Changes damage: +9% lightning / +24% cold / +30% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +12 (+2 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +45.00 Maximum neg.energy: +41.00 Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +14.0% Physical power: +20 (+4 eff.) Defense: +20 (+4 eff.) Damage (Melee): 44 arcane Damage when hit (Melee): 10 physical Changes damage: +30% darkness / +18% acid Talent granted: +1 Command Staff Physical save: +18 (+4 eff.) Maximum mana: +113.00 Spellpower: +24 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +13 Str / +13 Dex / +14 Wil / +9 Cun Changes resistances: +9% temporal / +12% darkness / +15% fire / +9% mind / +15% cold Physical save: +40 (+7 eff.) Spell save: +36 (+7 eff.) Mental save: +40 (+8 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Mag / +9 Wil / +3 Cun / +2 Con Changes resistances: +20% darkness / +19% mind / +45% nature / +15% all Changes damage: +30% nature / +12% lightning Physical save: +20 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +40 (+8 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Defense: +30 (+6 eff.) Changes stats: +3 Str / +3 Wil / +10 Con Changes resistances: +15% all Changes damage: +30% nature Critical mult.: +20.69% Mental save: +15 (+3 eff.) Poison immunity: +44% Disease immunity: +50% Maximum psi: +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +8 Mag / +3 Wil / +4 Cun Changes resistances: +49% light / +32% darkness / +18% mind / +15% all Changes resistances penetration: +10% fire Changes damage: +49% light Physical save: +14 (+3 eff.) Spell save: +19 (+3 eff.) Mental save: +33 (+6 eff.) Maximum life: +53.00 Maximum psi: +20.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% Light radius: +4 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +38 (+7 eff.) Fatigue: +4% Effects on melee hit: * 21% chance to slow global speed by 68% Damage when hit (Melee): 4 cold Changes stats: +14 Dex Changes resistances: +9% nature Changes resistances penetration: +25% cold Changes damage: +12% nature Silence immunity: +46% Confusion immunity: +47% Stun/Freeze immunity: +46% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 7.2 Power cost: 21 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 41% chance to evade melee and ranged attacks and 86 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. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +22 Physical crit. chance: +10.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 13 arcane Changes stats: +5 Dex Changes resistances penetration: +33% nature Changes damage: +15% nature / +24% arcane Maximum stamina: +39.46 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -10% Effects on melee hit: * 10% chance to reduce damage dealt by 32% Changes stats: +1 Wil / +9 Mag Changes resistances penetration: +15% physical Critical mult.: +20.00% Maximum encumbrance: +49 Physical save: +15 (+3 eff.) Spell crit. chance: +1% Lowers spell cool-downs by: 10% Light radius: +3 A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical power: +17 (+3 eff.) Armour: +9 Damage when hit (Melee): 6 fire Changes stats: +5 Str / +9 Dex / +9 Cun Changes resistances: +3% lightning / +9% fire / +9% temporal Changes damage: +9% lightning / +15% temporal Mental save: +15 (+3 eff.) Maximum life: +67.00 When used to modify unarmed attacks: Base power: 48.0 - 52.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 5.9 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +36 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +2 Wil Changes resistances: +29% acid Changes resistances penetration: +25% mind / +20% fire Mental save: +18 (+3 eff.) Life regen: +11.00 Maximum life: +80.00 Mental crit. chance: +3% Movement speed: +20% Healing mod.: +19% A suit of armour made of leather. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +44.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 52% chance to reduce all saves and defense by 40 * 10% chance to slow global speed by 68% * 26% chance to reduce damage dealt by 32% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +38 mind Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +20 nature / +20 mind Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 74.0 - 103.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +30 Armour Penetration: +18 Crit. chance: +23.0% Capacity: 22 On weapon hit: * 20% chance to reduce damage dealt by 32% * 20% chance to reduce armor by 36% On weapon crit: * Wound the target dealing 355 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 darkness Damage (radius 1) on hit: +12 darkness / +27 fire Damage (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 36% Changes stats: +16 Str / +6 Dex / +6 Mag / +6 Wil / +6 Con Changes resistances: +15% nature / +33% acid Changes damage: +10% nature / +18% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 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 137 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. |
amazing fiery salve [power 19] amazing fiery salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 122% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 19] amazing frost salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 122% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 244] amazing pain suppressor salve [power 244]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 122% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -244 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 19] amazing water salve [power 19]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 83% efficiency and 122% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (19% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 17 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% fire / +3% darkness / +3% light Reduces incoming crit damage: 10.00% Poison immunity: +20% Knockback immunity: +10% Healing mod.: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +4 Armour: +6 Defense: +32 (+6 eff.) Damage when hit (Melee): 11 darkness Changes stats: +5 Str Changes damage: +15% blight Physical save: +19 (+4 eff.) Stamina each turn: +3.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes resistances: +9% nature / +9% cold Changes resistances penetration: +15% cold Changes damage: +21% light / +30% nature It can be used to blast the opponent's mind dealing 418 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 94. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 40 Changes resistances: +15% mind / +16% temporal Changes resistances penetration: +26% darkness Changes damage: +21% mind / +32% darkness It can be used to blast the opponent's mind dealing 537 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 859 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 291 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 36% Damage when hit (Melee): 8 cold Changes resistances penetration: +15% blight Changes damage: +12% blight Critical mult.: +15.00% Mana each turn: +0.40 Mana when firing critical spell: +2.07 Maximum vim: +51.72 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn * 21% chance to reduce armor by 36% Changes stats: +9 Str / +7 Wil Changes resistances penetration: +26% mind Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 660 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +5 Str / +2 Dex Changes resistances: +24% cold Cut immunity: +20% Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +2 Mag Changes resistances: +9% acid / +6% light / +6% nature Spell save: +6 (+1 eff.) Infravision radius: +2 It can be used to sting an enemy dealing 567 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 28% for 2 turns. * Increase all damage penetration by 26% for 2 turns. * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Cun / +4 Mag Blindness immunity: +20% Light radius: +1 Healing mod.: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 light / 4 lightning Changes resistances: +21% lightning / +9% light Changes resistances penetration: +10% mind Changes damage: +24% lightning Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 92 lightning damage and will be dazed for 1 turn (464 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
By Dough the Nargol Harrier level 35
71st Haze 122nd year of Ascendancy at 17:02 see stats
By Dough the Nargol Harrier level 34
60th Haze 122nd year of Ascendancy at 00:03 see stats
By Dough the Nargol Harrier level 19
19th Dusk 122nd year of Ascendancy at 18:30 see stats
By Dough the Nargol Harrier level 38
12nd Regrowth 123rd year of Ascendancy at 20:35 see stats
By Dough the Nargol Harrier level 48
10th Pyre 123rd year of Ascendancy at 16:59 see stats
By Dough the Nargol Harrier level 50
55th Pyre 123rd year of Ascendancy at 18:22 see stats
By Dough the Nargol Harrier level 37
6th Regrowth 123rd year of Ascendancy at 06:01 see stats
By Dough the Nargol Harrier level 46
1st Pyre 123rd year of Ascendancy at 00:11 see stats
By Dough the Nargol Harrier level 50
45th Pyre 123rd year of Ascendancy at 07:59 see stats
By Dough the Nargol Harrier level 36
3rd Regrowth 123rd year of Ascendancy at 16:14 see stats
By Dough the Nargol Harrier level 35
63rd Haze 122nd year of Ascendancy at 20:13 see stats
By Dough the Nargol Harrier level 22
1st Time of Equilibrium 122nd year of Ascendancy at 03:55 see stats
By Dough the Nargol Harrier level 50
75th Pyre 123rd year of Ascendancy at 06:25 see stats
By Dough the Nargol Harrier level 24
1st Haze 122nd year of Ascendancy at 14:53 see stats
By Dough the Nargol Harrier level 29
13rd Haze 122nd year of Ascendancy at 19:22 see stats
By Dough the Nargol Harrier level 50
71st Pyre 123rd year of Ascendancy at 18:23 see stats
By Dough the Nargol Harrier level 50
44th Pyre 123rd year of Ascendancy at 13:08 see stats
By Dough the Nargol Harrier level 32
58th Haze 122nd year of Ascendancy at 14:55 see stats
By Dough the Nargol Harrier level 21
73rd Dusk 122nd year of Ascendancy at 23:47 see stats
By Dough the Nargol Harrier level 40
13rd Regrowth 123rd year of Ascendancy at 00:15 see stats
By Dough the Nargol Harrier level 35
63rd Haze 122nd year of Ascendancy at 20:13 see stats
By Dough the Nargol Harrier level 10
79th Pyre 122nd year of Ascendancy at 04:34 see stats
By Dough the Nargol Harrier level 20
34th Dusk 122nd year of Ascendancy at 09:23 see stats
By Dough the Nargol Harrier level 30
54th Haze 122nd year of Ascendancy at 20:47 see stats
By Dough the Nargol Harrier level 40
12nd Regrowth 123rd year of Ascendancy at 22:42 see stats
By Dough the Nargol Harrier level 50
44th Pyre 123rd year of Ascendancy at 08:56 see stats
By Dough the Nargol Harrier level 50
70th Pyre 123rd year of Ascendancy at 03:01 see stats
By Dough the Nargol Harrier level 33
59th Haze 122nd year of Ascendancy at 12:29 see stats
By Dough the Nargol Harrier level 20
45th Dusk 122nd year of Ascendancy at 19:33 see stats
By Dough the Nargol Harrier level 49
36th Pyre 123rd year of Ascendancy at 09:26 see stats
By Dough the Nargol Harrier level 21
73rd Dusk 122nd year of Ascendancy at 22:46 see stats
By Dough the Nargol Harrier level 18
5th Dusk 122nd year of Ascendancy at 20:59 see stats
By Dough the Nargol Harrier level 37
3rd Regrowth 123rd year of Ascendancy at 17:25 see stats
By Dough the Nargol Harrier level 50
75th Pyre 123rd year of Ascendancy at 06:24 see stats
By Dough the Nargol Harrier level 10
79th Pyre 122nd year of Ascendancy at 16:47 see stats
By Dough the Nargol Harrier level 50
75th Pyre 123rd year of Ascendancy at 06:25 see stats
By Dough the Nargol Harrier level 25
3rd Haze 122nd year of Ascendancy at 05:18 see stats
By Dough the Nargol Harrier level 15
1st Summertide 122nd year of Ascendancy at 22:21 see stats
By Dough the Nargol Harrier level 46
47th Regrowth 123rd year of Ascendancy at 06:23 see stats
By Dough the Nargol Harrier level 26
9th Haze 122nd year of Ascendancy at 06:03 see stats
By Dough the Nargol Harrier level 17
4th Dusk 122nd year of Ascendancy at 04:27 see stats
By Dough the Nargol Harrier level 33
59th Haze 122nd year of Ascendancy at 14:10 see stats
By Dough the Nargol Harrier level 50
55th Pyre 123rd year of Ascendancy at 01:44 see stats
Log
There is an item here: Skeletal Claw (55-60 power, 8 apr)
There is an item here: Whip of Urh'Rok (55-60 power, 0 apr)
There is an item here: Hydra's Bite (56-62 power, 7 apr)
Ran for 3 turns (stop reason: object seen).
Dough drops on the floor: Emblem of Evasion.
Your Emblem of Evasion is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Unbreakable Greaves (8 def, 20 armour).
Your Unbreakable Greaves (8 def, 20 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Dakhtun's Gauntlets (0 def, 6 armour).
Your Dakhtun's Gauntlets (0 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Fist of the Destroyer (8 def, 0 armour).
Your Fist of the Destroyer (8 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Ruthless Grip (0 def, 5 armour).
Your Ruthless Grip (0 def, 5 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Spellhunt Remnants (6 def, 8 armour).
Your Spellhunt Remnants (6 def, 8 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Will of Ul'Gruth (0 def, 15 armour).
Your Will of Ul'Gruth (0 def, 15 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Dough drops on the floor: Omniscience (7 def, 0 armour).
Your Omniscience (7 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.