









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 50 / 2026% |
| Size | medium |
| Lifes / Deaths | Killed by WinAtAllCosts at level 50 on the 73rd Dusk 124th year of Ascendancy at 10:25 / 1 |
Primary Stats
| Strength | 78 (base 61) |
| Dexterity | 113 (base 60) |
| Constitution | 47 (base 22) |
| Magic | 56 (base 22) |
| Willpower | 36 (base 13) |
| Cunning | 105 (base 60) |
Resources
| Life | 1487/1487 |
| Stamina | 317/447 |
| Healing Factor | 1.2623364354648 |
| Regeneration | 6.6272662861914 |
Speed
| Mental | -2.9976021664879E-12% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 7 |
| See Stealth | 85.342797861261 |
| See Invisible | 85.342797861261 |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 79 |
| Crit Chance | 72% |
| APR | 104 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 145 |
| Accuracy | 79 |
| Crit Chance | 86% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +37% |
| Acid | +38% |
| Nature | +67% |
| Temporal | +53% |
| Darkness | +38% |
| Physical | +106% |
| Cold | +46% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +40% |
| Physical | +31% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 26 (57.718496631565%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 35 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 58%( 70%) |
| Cold | + 70%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 30%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 53%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 8 times. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Battle tactics | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You failed to protect the injured seer from death by Isymita the wolf. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Gloryreba the giant white rat. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Belerille the naga myrmidon. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, 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. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Salonn (32 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +25 (+5 eff.) Armour: +4 Defense: +32 (+7 eff.) Fatigue: +3% Changes stats: +6 Cun Changes resistances: +4% physical Critical mult.: +35.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 7.2 Power cost: 17 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 40% chance to evade melee and ranged attacks and 79 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. |
| Light source | RadiancesearInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +1 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 physical Changes stats: +7 Wil Critical mult.: +20.00% Mental save: +10 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +80.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | drakeskin leather gloves 'Smearrot' (15 def, 3 armour) =20CM 30STam 30PP=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +8 Physical power: +31 (+7 eff.) Armour: +3 Defense: +15 (+3 eff.) Damage (Melee): 15 nature Changes stats: +2 Str / +3 Con Changes resistances: +10% nature / +2% physical Changes damage: +17% nature Critical mult.: +20.88% Maximum stamina: +31.32 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +15 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Weepsorrow the elven-wood totem of healing [power 362] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Dex / +4 Con Changes resistances: +12% nature Changes resistances penetration: +20% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Changes stats: +6 Con Changes resistances: +36% acid / +31% fire / +39% lightning / +37% cold Spell save: +19 (+8 eff.) Mental save: +3 (+1 eff.) Silence immunity: +50% Stun/Freeze immunity: +80% Mana each turn: +0.40 Maximum stamina: +39.00 Rings make your fingers look great! |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Nerylaith the FogenvyCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +13 Dex / +8 Cun / +9 Con Changes resistances: +9% light / +9% darkness Changes resistances penetration: +25% temporal Changes damage: +18% darkness Life regen: +5.00 Stamina each turn: +3.30 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 76 temporal damage and slows enemies in radius 6 of the target by 86% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 3/10) : Effective talent level: 5.5 Power cost: 6 out of 3/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 102% damage. Then teleport next to a second random enemy, attacking for 102% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | drakeskin leather belt 'Aridrazor'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +2 Fatigue: -10% Damage when hit (Melee): 6 blight Changes stats: +12 Mag / +8 Wil / +8 Cun Damage against: +45% Summoned Reduced damage from: +41% Summoned Maximum encumbrance: +60 Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Maximum life: +130.00 Maximum mana: +219.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +36.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | cashmere cloak 'Boruhad' (12 def, 0 armour) =-80L 34CM=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +10 Defense: +12 (+3 eff.) Critical mult.: +34.00% Stealth bonus: +11 Equilibrium when hit: +0.28 Hate when firing a critical mind attack: +5.00 Only die when reaching: -80.00 life Mindpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tulythad the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +16 Mag Changes resistances: +40% acid / +40% physical / +40% cold / +38% fire / +15% all Changes resistances penetration: +15% temporal / +12% physical Changes damage: +38% acid / +23% temporal / +37% fire / +46% cold / +76% physical Talent cooldown: Refit Golem (-12 turns) Hate when firing a critical mind attack: +5.00 Mindpower: +5 (+1 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
stormshield rune (threshold 57; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 17; blocks 8; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 8 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Choker of Dread =100blind=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 33 power out of 60/60. The evilness of undeath radiates from this amulet. |
Eremokhad the Splendourworth =7cc 20pp pd34 conf32 st34=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +7.0% Physical power: +20 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +7 Str / +5 Dex Changes resistances: +26% mind Changes damage: +12% light / +34% physical Confusion immunity: +32% Maximum stamina: +34.86 Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 3.5 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 29/30. 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. |
conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) Changes stats: +7 Mag / +6 Wil Spellpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 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! |
gold quartz ring =-60=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +25 (+5 eff.) Changes stats: +7 Str Changes resistances: +11% nature / +9% blight Poison immunity: +20% Disease immunity: +21% Stun/Freeze immunity: +50% Life regen: +13.00 Only die when reaching: -60.00 life Maximum life: +73.00 Healing mod.: +15% Rings make your fingers look great! |
savage's voratun ring of frost (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +32% cold Changes damage: +16% cold Spell save: +13 (+6 eff.) Maximum stamina: +32.00 Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Cun / +9 Dex Life regen: +13.00 Maximum life: +49.00 Healing mod.: +16% Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Armour: +6 Defense: +16 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 30% Damage when hit (Melee): 6 acid / 6 physical Changes stats: +10 Str / +8 Cun / +10 Con Changes resistances: +30% acid / +24% fire / +28% lightning / +27% cold Stun/Freeze immunity: +60% Stamina each turn: +1.00 Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +15.00 Maximum life: +83.00 Healing mod.: +19% Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Physical crit. chance: +5.0% Defense: +17 (+4 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 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! |
voratun ring 'Urthedin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +10 (+2 eff.) Changes stats: +8 Str / +10 Dex / +13 Con Changes resistances: +6% darkness Physical save: +6 (+3 eff.) Life regen: +18.00 Maximum life: +72.00 Healing mod.: +20% Rings make your fingers look great! |
Dagifang (18-24 power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +11 darkness Damage against: +9% Living When wielded/worn: Armour penetration: +9 Physical crit. chance: +22.0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +12% light / +9% lightning Critical mult.: +18.00% Sharp, short and deadly. |
Icy Kill (35-45 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (35-45 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Oozeworm the voratun dagger (44-57 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 44.5 - 57.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +36 acid / +20 nature When wielded/worn: Armour penetration: +10 Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +10 Con / +5 Wil Changes resistances: +6% nature Changes resistances penetration: +13% acid / +29% nature / +20% mind Maximum life: +57.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Taintkin the voratun dagger (37-48 power, 9 apr) =29CM=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Damage (Melee): +19 cold When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 4 nature Changes stats: +2 Con Changes resistances penetration: +20% nature Critical mult.: +29.00% Sharp, short and deadly. |
Blazesquall the voratun longsword (41-57 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 20 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +14 blight / +10 cold Damage (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 2 light Changes damage: +6% light Disease immunity: +26% Light radius: +3 Sharp, long, and deadly. |
Punae's Blade (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Hazequench' (30-36 power, 6 apr, lightning element) 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: Changes stats: +3 Dex / +9 Mag Changes resistances: +12% blight / +15% fire / +9% light / +27% cold Changes resistances penetration: +20% temporal Changes damage: +30% lightning / +9% cold / +9% darkness Talent granted: +1 Command Staff Disease immunity: +27% Mana each turn: +0.40 Maximum mana: +79.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
DuskoblivionPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +23 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 6 darkness Changes stats: +20 Mag / +21 Wil / +5 Cun Changes resistances penetration: +15% mind Stealth bonus: +15 Spell save: +13 (+6 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Spell crit. chance: +12% Mental crit. chance: +3% Size category: +1 A belt that goes around your waist. |
Scabquench the rough leather belt =4CC 21CM=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes damage: +12% nature Critical mult.: +21.00% Maximum hate: +8.00 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
Splendourwind the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +8 Cun / +7 Wil Changes resistances: +15% acid / +15% temporal / +6% mind Changes damage: +15% light Damage against: +41% Summoned Reduced damage from: +45% Summoned Critical mult.: +23.24% Healing mod.: +15% A belt that goes around your waist. |
Stormburst the rough leather belt =20s/f20blind=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% mind / +3% temporal Changes damage: +3% lightning Trap disarming bonus: +7 Stealth bonus: +6 Blindness immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Erelolathagar' =-80=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Defense: +14 (+3 eff.) Changes resistances: +6% lightning / +9% temporal / +9% darkness Changes damage: +9% temporal Stealth bonus: +11 Disease immunity: +20% Only die when reaching: -80.00 life Maximum stamina: +20.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Betawyn (3 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil / +9 Mag Changes resistances: +43% cold / +15% all Changes resistances penetration: +15% temporal / +15% physical Changes damage: +29% cold / +32% temporal / +30% physical / +20% all Critical mult.: +10.00% Physical save: +30 (+13 eff.) Hate when firing a critical mind attack: +4.00 Only die when reaching: -40.00 life Spellpower: +20 (+7 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Morninghue the cashmere robe (0 def, 0 armour) =-80 21dam 10pen=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% all Changes resistances penetration: +15% light / +10% physical Changes damage: +21% physical Mental save: +20 (+7 eff.) Only die when reaching: -80.00 life Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethana (0 def, 3 armour) =56STAM 30CM=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +7 Con Changes damage: +6% physical Critical mult.: +30.00% Stamina each turn: +0.80 Psi when hit: +0.04 Maximum stamina: +56.00 A pair of boots made of leather. |
Strikelash (0 def, 1 armour) =10oop=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes resistances: +3% nature Changes resistances penetration: +5% lightning Spell save: +18 (+8 eff.) Disarm immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Xeresera the pair of iron boots (0 def, 3 armour) =3stam=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +3 Wil / +2 Cun Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerumina (0 def, 3 armour) =10con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Changes stats: +3 Str / +3 Dex / +10 Con Changes damage: +6% physical Reduces incoming crit damage: 15.00% Cut immunity: +20% Silence immunity: +20% Size category: +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Islath' (0 def, 5 armour) =30pen 21PD=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +5 Changes resistances: +5% arcane / +21% fire / +15% nature / +6% mind Changes resistances penetration: +30% physical Changes damage: +21% physical Disarm immunity: +20% Teleport immunity: +20% A pair of boots made of leather. |
undeterred pair of hardened leather boots of void walking (0 def, 3 armour) =UND 13OOP=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% darkness / +16% temporal Changes resistances penetration: +13% darkness / +10% temporal Silence immunity: +31% Confusion immunity: +24% Stun/Freeze immunity: +25% Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +12% A pair of boots made of leather. |
Glorata the Healpride (0 def, 2 armour) =-60=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +43 (+9 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +4 Str Only die when reaching: -60.00 life When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) =30s/f=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Torydurak the iron gauntlets (0 def, 1 armour) =20CM=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 30% Damage (Melee): 7 acid Changes resistances: +6% acid Changes resistances penetration: +10% mind Changes damage: +4% acid / +30% mind Critical mult.: +20.00% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of war-making (0 def, 8 armour) =20cc 13cm=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +8 Critical mult.: +13.00% Mental save: +11 (+4 eff.) Maximum life: +68.00 Spell crit. chance: +14% Mental crit. chance: +18% When used to modify unarmed attacks: Base power: 43.0 - 47.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour) =12cm 17cc=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +17.0% Armour: +3 Fatigue: +5% Critical mult.: +12.00% Mana each turn: +0.32 Spellpower: +11 (+4 eff.) Spell crit. chance: +21% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +13 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Carrionbore (2 def, 0 armour) =-80=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Str Changes resistances: +19% acid Changes resistances penetration: +15% cold Changes damage: +13% acid / +3% nature Stamina each turn: +2.00 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Delydur (15 def, 22 armour) =good=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Armour: +21 Defense: +15 (+3 eff.) Fatigue: +5% Changes stats: +10 Dex / +3 Mag / +4 Wil / +2 Cun Changes resistances: +3% physical Critical mult.: +15.00% A cap made of leather. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1745 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Durogalach the brass lantern =-40=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% mind Reduces incoming crit damage: 15.00% Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +40.00 Light radius: +3 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Godas the alchemist's lamp =-80=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Teleport immunity: +20% Only die when reaching: -80.00 life Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mayenor the alchemist's lamp =15oop=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag Critical mult.: +10.00% Mental save: +8 (+3 eff.) Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spell crit. chance: +5% Light radius: +4 See stealth: +17 See invisible: +17 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 6.5 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal FocusPowered 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
39 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 111 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Layurin the steel torque of mindblast [power 170] (9 cooldown) =3stam25pen=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Stamina each turn: +3.00 It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Heal for 41. Torques are made by powerful psionics to store psionic powers. |
Ravenmalice [power 548] (9 cooldown) =18damage 30stam=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 21% chance to reduce damage dealt by 26% Changes resistances: +3% physical Changes resistances penetration: +26% darkness Changes damage: +18% physical Maximum stamina: +30.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 548 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 84. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Lorugodas' [power 175] (14 cooldown) =15oop=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +21% blight Spell save: +15 (+7 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 498 Base Damage: 196 Armor: 8 All Resist: 20 Activation puts all charms on cooldown for 14 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of clairvoyance 'Dayclamor' [power 16] (9 cooldown) =3.13stam 15Pen 31Acc=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour: +14 Defense: +25 (+5 eff.) Changes stats: +3 Str Changes resistances: +9% mind Changes resistances penetration: +26% light / +15% physical Physical save: +18 (+9 eff.) Stamina each turn: +3.13 It can be used to reveal the area around you, dispelling darkness (radius 16, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By WinAtAllCosts the Skeleton Marauder level 34
41st Haze 123rd year of Ascendancy at 01:16 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By WinAtAllCosts the Skeleton Marauder level 50
3rd Dusk 124th year of Ascendancy at 09:53 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By WinAtAllCosts the Skeleton Marauder level 33
14th Haze 123rd year of Ascendancy at 02:44 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By WinAtAllCosts the Skeleton Marauder level 38
76th Haze 123rd year of Ascendancy at 10:39 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By WinAtAllCosts the Skeleton Marauder level 47
7th Pyre 124th year of Ascendancy at 10:19 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By WinAtAllCosts the Skeleton Marauder level 37
69th Haze 123rd year of Ascendancy at 15:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By WinAtAllCosts the Skeleton Marauder level 22
3rd Pyre 123rd year of Ascendancy at 18:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By WinAtAllCosts the Skeleton Marauder level 10
26th Haze 122nd year of Ascendancy at 05:18 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By WinAtAllCosts the Skeleton Marauder level 36
65th Haze 123rd year of Ascendancy at 00:44 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By WinAtAllCosts the Skeleton Marauder level 38
76th Haze 123rd year of Ascendancy at 09:15 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By WinAtAllCosts the Skeleton Marauder level 24
25th Pyre 123rd year of Ascendancy at 18:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By WinAtAllCosts the Skeleton Marauder level 22
3rd Pyre 123rd year of Ascendancy at 21:09 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WinAtAllCosts the Skeleton Marauder level 34
34th Haze 123rd year of Ascendancy at 14:19 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By WinAtAllCosts the Skeleton Marauder level 50
35th Dusk 124th year of Ascendancy at 15:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By WinAtAllCosts the Skeleton Marauder level 40
77th Haze 123rd year of Ascendancy at 22:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By WinAtAllCosts the Skeleton Marauder level 10
20th Haze 122nd year of Ascendancy at 19:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By WinAtAllCosts the Skeleton Marauder level 20
51st Regrowth 123rd year of Ascendancy at 19:43 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By WinAtAllCosts the Skeleton Marauder level 30
35th Dusk 123rd year of Ascendancy at 09:45 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By WinAtAllCosts the Skeleton Marauder level 40
77th Haze 123rd year of Ascendancy at 09:56 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By WinAtAllCosts the Skeleton Marauder level 50
29th Pyre 124th year of Ascendancy at 11:40 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By WinAtAllCosts the Skeleton Marauder level 50
3rd Dusk 124th year of Ascendancy at 05:56 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By WinAtAllCosts the Skeleton Marauder level 28
2nd Dusk 123rd year of Ascendancy at 22:22 see stats
Selfless (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By WinAtAllCosts the Skeleton Marauder level 50
73rd Dusk 124th year of Ascendancy at 10:25 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By WinAtAllCosts the Skeleton Marauder level 50
51st Pyre 124th year of Ascendancy at 16:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By WinAtAllCosts the Skeleton Marauder level 30
67th Dusk 123rd year of Ascendancy at 05:27 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By WinAtAllCosts the Skeleton Marauder level 36
65th Haze 123rd year of Ascendancy at 02:17 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By WinAtAllCosts the Skeleton Marauder level 50
73rd Dusk 124th year of Ascendancy at 10:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By WinAtAllCosts the Skeleton Marauder level 39
77th Haze 123rd year of Ascendancy at 07:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By WinAtAllCosts the Skeleton Marauder level 10
20th Haze 122nd year of Ascendancy at 22:36 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By WinAtAllCosts the Skeleton Marauder level 48
18th Pyre 124th year of Ascendancy at 07:22 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By WinAtAllCosts the Skeleton Marauder level 28
13rd Dusk 123rd year of Ascendancy at 05:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By WinAtAllCosts the Skeleton Marauder level 10
35th Haze 122nd year of Ascendancy at 07:48 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By WinAtAllCosts the Skeleton Marauder level 41
6th Allure 124th year of Ascendancy at 01:07 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By WinAtAllCosts the Skeleton Marauder level 28
13rd Dusk 123rd year of Ascendancy at 01:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By WinAtAllCosts the Skeleton Marauder level 26
6th Mirth 123rd year of Ascendancy at 17:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By WinAtAllCosts the Skeleton Marauder level 18
38th Regrowth 123rd year of Ascendancy at 11:05 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WinAtAllCosts the Skeleton Marauder level 33
12nd Haze 123rd year of Ascendancy at 10:12 see stats
Log
WinAtAllCosts damages herself through Martyrdom!
Argoniel hits WinAtAllCosts for (46 absorbed), 0 physical, (0 absorbed), 0 nature, (47 absorbed), 0 physical, (0 absorbed), 0 nature (0 total damage).
Greater Weapon Focus from WinAtAllCosts hits Argoniel for 659 physical, 5 nature (665 total damage).
WinAtAllCosts's Quickdraw Knife hits Argoniel for 639 physical, 5 nature (646 total damage).
Acid Splash from Argoniel hits WinAtAllCosts for (13 absorbed), 0 acid (0 total damage).
WinAtAllCosts casts Rune: Stormshield.
WinAtAllCosts summons a storm to protect them!
WinAtAllCosts casts Rune: Shatter Afflictions.
WinAtAllCosts is free from the acid.
WinAtAllCosts uses Relentless Pursuit.
WinAtAllCosts can move freely once more.
WinAtAllCosts is no longer influenced by martyrdom.
WinAtAllCosts performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Argoniel's corpse!
WinAtAllCosts performs a melee critical strike against Argoniel!
WinAtAllCosts performs a melee critical strike against Argoniel!
WinAtAllCosts hits Argoniel for 89 temporal, 734 physical (824 total damage).
WinAtAllCosts killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
WinAtAllCosts no longer revels in blood quite so much.
Saving done.























































































































































