










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 1146% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 125 (base 65) |
| Dexterity | 104 (base 64) |
| Constitution | 45 (base 35) |
| Magic | 149 (base 63) |
| Willpower | 81 (base 12) |
| Cunning | 50 (base 15) |
Resources
| Life | 1719/1719 |
| Paradox | 301 |
| Steam | 100/100 |
| Healing Factor | 1.8141860465116 |
| Regeneration | 18.232569767442 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +3.9968028886506E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 72.001591915429 |
| See Invisible | 72.001591915419 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 472 |
| Accuracy | 79 |
| Crit Chance | 92% |
| APR | 92 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 85 |
| Crit Chance | 55% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +58% |
| Blight | +10% |
| Physical | +119% |
| Mind | +21% |
| All | 0% |
| Lightning | +33% |
| Temporal | +58% |
| Fire | +12% |
| Darkness | +11% |
Offense: Damage Penetration
| Temporal | +51% |
| Fire | +23% |
| Physical | +74% |
| Mind | +38% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 84.08934837382 (81.030927835052%) |
| Defense | 59 |
| Ranged Defense | 62 |
| Fatigue | 1 |
| Physical Save | 69 |
| Spell Save | 63 |
| Mental Save | 82 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 60%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 69%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 29%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 75% |
| Poison Resistance | 10% |
| Disarm Resistance | 25% |
| Bleed Resistance | 0% |
| Teleport Resistance | 15% |
| Pinning Resistance | 10% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 720 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Bow Threading | 1.60 |
| 2/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Weapon Folding |
| talent | Contingency |
| talent | Chant of Fortitude |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1030. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. You killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 | Brandwoe (0 def, 15 armour)Requires: - Talent 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: +15 Fatigue: +4% Changes stats: +16 Mag Changes resistances penetration: +5% fire Changes damage: +10% acid / +10% blight Physical save: +20 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +12 (+2 eff.) Disease immunity: +60% Pinning immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +15% Spellpower: +16 (+4 eff.) Lowers spell cool-downs by: 10% 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. This item has been sent to the Item's Vault. |
| Quiver | Strikepride the quiver of dragonbone arrows (23/23, 119.5-167.3 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 119.5 - 167.3 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +17.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to daze at end of turn * 27% chance to disease * 47% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +12 lightning / +30 blight Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | dwarven lantern 'Getanaribers'Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +7 Wil Changes resistances: +9% blight Changes resistances penetration: +13% all Critical mult.: +20.00% Physical save: +15 (+3 eff.) Mental save: +30 (+6 eff.) Poison immunity: +10% Silence immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Maximum life: +76.00 Light radius: +6 Healing mod.: +27% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Betitta the voratun helm (8 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +9 Str / +12 Dex Changes resistances: +20% darkness / +15% fire / +19% light / +15% cold / +5% arcane / +7% all Changes damage: +6% temporal / +12% physical Physical save: +14 (+3 eff.) Spell save: +29 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| Tool | Emelimina (dig speed 12 turns)Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -26% Changes stats: +17 Str / +2 Dex / +10 Wil Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +15 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+3 eff.) Psi when hit: +0.16 Maximum life: +87.00 Lowers spell cool-downs by: 10% Mental crit. chance: +15% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | MirethornInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +9 Cun / +2 Str Changes resistances: +3% nature Changes damage: +6% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Stun/Freeze immunity: +50% Life regen: +5.10 Stamina each turn: +0.60 Hate when firing a critical mind attack: +3.00 Only die when reaching: -20.00 life Maximum life: +100.00 Maximum hate: +13.00 Mental crit. chance: +1% Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| On fingers | voratun ring 'Chamugrim'Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Physical save: +6 (+1 eff.) Mental save: +14 (+3 eff.) Disease immunity: +10% Disarm immunity: +25% Confusion immunity: +65% Stun/Freeze immunity: +46% Life regen: +4.10 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Mindpower: +15 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | drakeskin leather belt 'Zanumnir'Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +18% acid / +35% fire / +34% cold / +20% lightning Changes resistances penetration: +20% physical Changes damage: +25% physical Critical mult.: +20.00% Mental save: +30 (+6 eff.) Psi when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | dragonbone longbow 'Serpentwrack'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 47% * 40% chance to blind Damage (Ranged): +38 lightning / +30 acid Burst (radius 1) on hit: +8 temporal When wielded/worn: Ammo reloads per turn: +5 Changes stats: +11 Mag Changes resistances penetration: +38% temporal / +41% physical Changes damage: +33% lightning / +56% physical / +52% temporal / +33% acid Talent mastery: +0.30 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-1 turn) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | Brightwedge the voratun gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +9 Effects on melee hit: * 30% chance to blind Damage (Melee): 19 arcane / 19 darkness Changes stats: +9 Dex / +10 Mag / +10 Wil / +9 Cun Changes resistances: +9% light / +14% darkness / +9% arcane Changes resistances penetration: +10% mind Changes damage: +11% darkness Mental save: +15 (+3 eff.) Vim when firing critical spell: +5.00 Maximum life: +75.00 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
| Main armor | Flashtooth (9 def, 23 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +50 (+7 eff.) Armour: +23 Defense: +9 (+3 eff.) Fatigue: +18% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 physical Changes stats: +25 Str / +10 Dex / +30 Mag / +27 Wil / +10 Cun / +10 Con Changes resistances: +40% lightning / +9% fire / +6% darkness Changes resistances penetration: +5% fire Changes damage: +15% acid / +12% fire Physical save: +13 (+3 eff.) Spellpower: +49 (+10 eff.) Spell crit. chance: +20% Mindpower: +45 (+11 eff.) Mental crit. chance: +19% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
| Cloak | elven-silk cloak 'Dagihad' (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +27 Defense: +3 (+1 eff.) Changes stats: +12 Wil / +5 Mag Changes resistances: +30% temporal / +30% darkness / +9% mind Changes damage: +21% mind Critical mult.: +59.00% Stealth bonus: +28 Mana when firing critical spell: +3.00 Spell crit. chance: +7% Defense after a teleport: +20 Resist all after a teleport: +15% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Around neck | FlamekillerRequires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Physical power: +20 (+3 eff.) Armour: +7 Defense: +20 (+5 eff.) Changes stats: +3 Str / +6 Mag / +20 Lck Changes resistances: +9% fire Changes resistances penetration: +15% mind Changes damage: +20% physical Physical save: +10 (+2 eff.) Life regen: +0.60 Maximum life: +30.00 Combat speed: +20% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Inventory
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! Most of them function better with a high Magic score. |
A1Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -9% Changes stats: +10 Dex / +16 Mag / +10 Cun / +6 Con Changes resistances penetration: +5% light Changes damage: +8% physical / +8% temporal / +8% light / +8% darkness Talent mastery: +0.35 Wild-gift / Harmony Life regen: +1.80 Stamina each turn: +1.90 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +1 Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
R1Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +10 Str / +11 Mag / +2 Wil / +8 Cun / +16 Con Changes resistances: +34% light Changes damage: +17% light / +6% arcane Spell save: +20 (+5 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +38.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
R2Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 50 light Damage when hit (Melee): 8 mind Changes stats: +25 Mag / +8 Wil / +8 Cun Changes resistances: +9% light Changes resistances penetration: +10% nature Changes damage: +15% mind Spell save: +20 (+5 eff.) Spellpower: +30 (+6 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
Issularion the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Burst (radius 1) on hit: +8 blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +15.0% Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +3% cold / +2% physical Changes damage: +20% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Mental save: +3 (+0 eff.) Life regen: +2.50 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
B1Requires: - Level 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +12 Wil / +12 Mag Changes resistances: +9% darkness / +6% acid Physical save: +15 (+3 eff.) Spell save: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +11 (+2 eff.) It can be used to create a temporary shield that absorbs 332 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. This item has been sent to the Item's Vault. |
C1 (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +7 Str / +2 Dex / +11 Mag / +9 Wil / +4 Cun / +3 Con Critical mult.: +28.00% Stealth bonus: +15 Physical save: +15 (+3 eff.) Mental save: +13 (+2 eff.) Only die when reaching: -50.00 life Spell crit. chance: +7% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Chalylach the Shocktickler (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +10 Dex / +6 Mag / +5 Con Changes resistances: +15% nature Changes resistances penetration: +5% fire Changes damage: +12% arcane / +6% lightning Spell save: +10 (+3 eff.) Mana each turn: +0.08 Stamina when hit: +2.80 Equilibrium when hit: +3.00 Maximum life: +110.00 Healing mod.: +24% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
H1 (3 def, 0 armour)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +16 Mag / +7 Wil / +10 Con Changes resistances: +5% arcane / +31% darkness / +36% light Changes resistances penetration: +10% arcane Changes damage: +20% light / +18% arcane / +28% darkness Spellpower: +6 (+2 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
9 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. |
4 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold 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. |
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, costing 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. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
1302 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. |
51 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. |
L1Requires: - Level 35 Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +16 Mag Changes resistances: +15% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +22% light / +18% mind Damage affinity(heal): +5% light Blindness immunity: +49% Confusion immunity: +26% Spellpower: +34 (+7 eff.) Light radius: +17 See stealth: +24 See invisible: +21 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 64.05 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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, costing 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, costing 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, costing 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 122 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. |
Galetooth the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -1% Damage when hit (Melee): 10 physical Changes stats: +14 Str / +5 Dex / +3 Mag / +4 Cun / +4 Con Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +10% lightning Reduces incoming crit damage: 17.00% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2156.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chalilar (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +10 Str / +14 Wil / +5 Cun / +10 Con Changes resistances: +15% blight Critical mult.: +10.00% Mental save: +15 (+3 eff.) Spellpower: +8 (+2 eff.) Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorenor (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +2 Mag / +5 Cun / +10 Con Changes resistances: +15% blight / +15% darkness / +9% mind Changes damage: +6% arcane Physical save: +24 (+6 eff.) Spell save: +50 (+13 eff.) Mental save: +15 (+3 eff.) Spellpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Damage Shield penetration: +10% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ebonygrit the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 35% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +5 Dex / +4 Cun / +16 Con Changes resistances: +15% blight / +29% darkness Changes resistances penetration: +5% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +30 (+6 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. 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, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blackshine (11 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +13 Wil / +15 Cun Changes resistances: +13% fire / +13% cold Changes resistances penetration: +15% darkness / +10% arcane Mental save: +20 (+4 eff.) Poison immunity: +10% Vim when firing critical spell: +4.00 Maximum vim: +20.00 Mindpower: +6 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Gethol the Shalore Temporal Warden level 41
4th Pyre 123rd year of Ascendancy at 16:43 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Gethol the Shalore Temporal Warden level 40
65th Regrowth 123rd year of Ascendancy at 12:57 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Gethol the Shalore Temporal Warden level 50
40th Dusk 123rd year of Ascendancy at 20:54 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Gethol the Shalore Temporal Warden level 44
18th Pyre 123rd year of Ascendancy at 13:25 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gethol the Shalore Temporal Warden level 14
3rd Dusk 122nd year of Ascendancy at 04:18 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Gethol the Shalore Temporal Warden level 43
14th Pyre 123rd year of Ascendancy at 03:23 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Gethol the Shalore Temporal Warden level 31
7th Regrowth 123rd year of Ascendancy at 08:40 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Gethol the Shalore Temporal Warden level 29
36th Haze 122nd year of Ascendancy at 22:15 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Gethol the Shalore Temporal Warden level 21
49th Dusk 122nd year of Ascendancy at 15:51 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gethol the Shalore Temporal Warden level 35
44th Regrowth 123rd year of Ascendancy at 11:09 see stats
Guiding Hand (Madness (Adventure) difficulty)
Saved all escorted adventurers.By Gethol the Shalore Temporal Warden level 41
8th Pyre 123rd year of Ascendancy at 17:12 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gethol the Shalore Temporal Warden level 29
27th Haze 122nd year of Ascendancy at 05:43 see stats
Impossible Death (Madness (Adventure) difficulty)
Got killed by your future self.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Gethol the Shalore Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 06:59 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Gethol the Shalore Temporal Warden level 20
40th Dusk 122nd year of Ascendancy at 02:23 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Gethol the Shalore Temporal Warden level 30
10th Decay 122nd year of Ascendancy at 20:20 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Gethol the Shalore Temporal Warden level 40
63rd Regrowth 123rd year of Ascendancy at 22:20 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Gethol the Shalore Temporal Warden level 50
14th Dusk 123rd year of Ascendancy at 11:46 see stats
Orcrist (Madness (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Gethol the Shalore Temporal Warden level 50
39th Haze 123rd year of Ascendancy at 00:13 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
Paradoxology (Madness (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Gethol the Shalore Temporal Warden level 50
26th Haze 123rd year of Ascendancy at 07:58 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Gethol the Shalore Temporal Warden level 25
76th Dusk 122nd year of Ascendancy at 11:35 see stats
Self-killer (Madness (Adventure) difficulty)
Killed your future self.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Gethol the Shalore Temporal Warden level 25
76th Dusk 122nd year of Ascendancy at 11:00 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Gethol the Shalore Temporal Warden level 43
14th Pyre 123rd year of Ascendancy at 08:41 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Gethol the Shalore Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 07:12 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Gethol the Shalore Temporal Warden level 50
66th Dusk 123rd year of Ascendancy at 05:54 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gethol the Shalore Temporal Warden level 30
2nd Wintertide 123rd year of Ascendancy at 04:37 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Gethol the Shalore Temporal Warden level 34
18th Regrowth 123rd year of Ascendancy at 03:26 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Gethol the Shalore Temporal Warden level 19
34th Dusk 122nd year of Ascendancy at 17:47 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Gethol the Shalore Temporal Warden level 46
54th Pyre 123rd year of Ascendancy at 13:40 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Gethol the Shalore Temporal Warden level 30
1st Wintertide 123rd year of Ascendancy at 15:05 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Gethol the Shalore Temporal Warden level 23
53rd Dusk 122nd year of Ascendancy at 11:31 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Gethol the Shalore Temporal Warden level 15
16th Dusk 122nd year of Ascendancy at 05:32 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Gethol the Shalore Temporal Warden level 39
63rd Regrowth 123rd year of Ascendancy at 22:20 see stats
Log
Saving game...
Saving done.
The merchant carefully hands you: Chalylach the Shocktickler (0 def, 5 armour)
Gethol wears (replacing H1 (3 def, 0 armour)): Betitta the voratun helm (8 def, 13 armour).
Today is the 44th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Saving game...
Saving done.
The merchant carefully hands you: Galetooth the voratun helm (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Chalilar (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Glorenor (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Ebonygrit the voratun helm (0 def, 5 armour)
Saving game...
Saving done.
The merchant carefully hands you: Blackshine (11 def, 5 armour)
Gethol deactivates Phase Pulse.
Gethol deactivates Weapon Folding.
Gethol deactivates Contingency.
Gethol deactivates Chant of Fortitude.



























































































































