










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. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 47 / 91% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 127 (base 65) |
| Dexterity | 90 (base 61) |
| Constitution | 61 (base 11) |
| Magic | 106 (base 63) |
| Willpower | 48 (base 16) |
| Cunning | 43.6 (base 12) |
Resources
| Life | 1468/1468 |
| Positive | 0/168 |
| Paradox | 200 |
| Steam | 100/100 |
| Healing Factor | 1.3311688311689 |
| Regeneration | 0.86525974025979 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 71.61442762995 |
| See Invisible | 77.61442762995 |
Offense: Mainhand
| Damage | 371 |
| Accuracy | 75 |
| Crit Chance | 73% |
| APR | 56 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Arcane | +20% |
| Mind | +48% |
| All | +8% |
| Lightning | +30% |
| Light | +34% |
| Temporal | +26% |
| Darkness | +13% |
| Physical | +46% |
| Fire | +19% |
| Nature | +14% |
Offense: Damage Penetration
| Arcane | +30% |
| Physical | +87% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 116.08934837382 (81.030927835052%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 6 |
| Physical Save | 69 |
| Spell Save | 47 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 54%( 70%) |
| Cold | + 64%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 75%( 75%) |
| Light | + 23%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 24% |
| Teleport Resistance | 10% |
| Blind Resistance | 10% |
| Silence Resistance | 50% |
| Bleed Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 706% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 733 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Bow Threading | 1.60 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 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 again | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)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 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Craftsman's Eye (+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 Strength by +2. | 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 Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Glorurima the thief. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+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. | active |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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: 200. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 | Chalukalthorak the pair of drakeskin leather boots (20 def, 16 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +10 Lck / +5 Dex Changes resistances: +16% acid / +13% fire / +16% cold / +6% mind / +10% lightning Stealth bonus: +10 Mental save: +3 (+1 eff.) Cut immunity: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 34% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Sulfuridol' (22/22, 108-151.2 power, 53 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 108.0 - 151.2 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +53 Crit. chance: +38.0% Capacity: 22 On weapon hit: * Slows global speed by 47% * 23% chance to gain 10% of a turn (3/turn limit) Travel speed: +400% Damage (Ranged): +24 temporal / +4 arcane Burst (radius 1) on hit: +4 nature / +8 arcane Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
| Light source | alchemist's lamp 'Yvetira' Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 15 fire Changes resistances: +7% blight / +6% fire / +6% darkness / +1% physical Changes damage: +20% light Mental save: +7 (+2 eff.) Stun/Freeze immunity: +10% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +4 See stealth: +18 See invisible: +18 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 34 blight damage or heals 44 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Voidmark of the Blightspawn (6 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes stats: -8 Wil / +8 Mag Changes resistances: +9% lightning / +11% darkness / +9% blight / +6% nature / +6% all Changes damage: +6% nature Physical save: +29 (+7 eff.) Spell save: +10 (+4 eff.) Mental save: +12 (+3 eff.) Silence immunity: +50% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 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 cap made of leather. |
| Tool | dwarven-steel pickaxe 'Elenuromirab' (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Str / +4 Con Changes resistances penetration: +15% arcane Changes damage: +11% fire / +10% mind / +9% physical Physical save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.40 Maximum life: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | EremodurRequires: - 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: +20 (+3 eff.) Changes stats: +7 Mag / +24 Wil / +15 Cun Changes resistances: +12% lightning Changes damage: +8% all Mental save: +9 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +30% Only die when reaching: -95.00 life Spellpower: +35 (+8 eff.) Mindpower: +45 (+11 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | SiligathRequires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +44 (+7 eff.) Armour: +6 Changes stats: +19 Str / +10 Dex / +20 Con Changes damage: +6% blight / +12% arcane Spellpower: +25 (+6 eff.) Mindpower: +12 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around waist | drakeskin leather belt 'Emelagadheda' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +8 Fatigue: -20% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% acid / +6% light / +12% fire / +3% mind / +10% cold Maximum encumbrance: +50 Mental save: +30 (+8 eff.) Teleport immunity: +10% Only die when reaching: -60.00 life Mental crit. chance: +12% It can be used to create a temporary shield that absorbs 296 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
| In main hand | Smolderblood Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Physical power: +23 (+4 eff.) Ammo reloads per turn: +8 Changes stats: +9 Str / +11 Mag / +3 Wil Changes resistances: +6% mind / +12% fire Changes resistances penetration: +87% physical / +15% temporal Changes damage: +12% temporal / +12% mind / +23% physical Talent mastery: +0.30 Chronomancy / Bow Threading See invisible: +6 Damage Shield penetration: +158% 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 | Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Talent granted: +4 Iron Grip Critical mult.: +20.00% Disarm immunity: +90% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 79.64 to 238.92 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Ureleg (9 def, 42 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +30 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +22 Con Changes resistances: +30% acid / +43% physical / +18% darkness / +29% fire / +30% cold / +29% lightning Changes resistances penetration: +15% arcane Talent cooldown: Rush (-10 turns) Physical save: +9 (+2 eff.) Disease immunity: +20% Disarm immunity: +64% Pinning immunity: +20% Stun/Freeze immunity: +75% Knockback immunity: +80% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
| Cloak | Cloudwinnow the elven-silk cloak (28 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour: +7 Defense: +28 (+7 eff.) Fatigue: -10% Changes stats: +4 Con Changes damage: +12% lightning Physical save: +32 (+8 eff.) Spell save: +16 (+6 eff.) Mental save: +22 (+6 eff.) Life regen: +0.40 Maximum life: +53.00 Maximum stamina: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arekira the gold amuletPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +3 Mag / +3 Wil / +10 Lck Changes damage: +6% temporal / +6% light / +6% physical / +18% mind / +5% darkness Mental save: +5 (+1 eff.) Confusion immunity: +14% Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Mindpower: +8 (+2 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 834 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 834 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the titan (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 25% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 793 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 793 damage for 5 turns. Its effects scale with your Strength 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 ability. |
controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use 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 in a range of 13. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
CuthofastInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +5% arcane Changes resistances penetration: +15% physical Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Mental save: +26 (+7 eff.) Silence immunity: +10% Confusion immunity: +28% Life regen: +0.40 Rings can have magical properties. |
BynikPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +5 Mag Changes resistances: +26% acid / +6% fire / +6% lightning Changes damage: +13% acid Spell save: +10 (+4 eff.) Mental save: +9 (+2 eff.) Poison immunity: +10% Cut immunity: +5% Disarm immunity: +15% Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 I Can Carry The World! Physical save: -30 (-8 eff.) Spell save: -30 (-11 eff.) Mental save: -30 (-7 eff.) You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 149.32 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gleamvice the voratun ringRequires: - 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: +15 (+2 eff.) Changes stats: +8 Wil / +10 Mag Changes resistances: +20% mind / +6% light Changes damage: +24% lightning / +20% mind / +9% light / +8% all Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Confusion immunity: +47% Spellpower: +35 (+8 eff.) Mindpower: +15 (+4 eff.) Light radius: +2 Rings can have magical properties. This item has been sent to the Item's Vault. |
Runyntir the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Cun / +8 Mag Changes resistances: +2% physical / +6% light / +18% cold Changes resistances penetration: +15% temporal Poison immunity: +15% Knockback immunity: +10% Spellpower: +15 (+4 eff.) Rings can have magical properties. |
yew longbow 'Shockkiss'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 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 Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +4 lightning / +0 20% chance of physical repulsion When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +12.0% Changes resistances: +3% lightning Changes resistances penetration: +28% physical / +12% temporal Changes damage: +38% physical / +12% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Rotlady the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. 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: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +29 lightning Burst (radius 2) on crit: +2 nature / +2 mind When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +23.0% Ammo reloads per turn: +8 Changes stats: +11 Mag Changes resistances penetration: +23% physical / +15% temporal Changes damage: +33% lightning / +21% physical / +3% mind / +15% temporal Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.30 Chronomancy / Bow Threading 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. |
Corruptionwither the quiver of dragonbone arrows (23/23, 56.5-79.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 56.5 - 79.1 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * Slows global speed by 40% * Random elemental explosion Damage (Ranged): +26 blight / +8 nature Burst (radius 1) on hit: +20 nature / +29 fire Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
drakeskin leather armour 'Islidhelle' (31 def, 15 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +31 (+8 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +4 Dex / +1 Mag / +7 Wil / +12 Cun / +0 Con Changes resistances penetration: +20% arcane Changes damage: +15% arcane Mental save: +49 (+12 eff.) Movement speed: +20% A suit of armour made of leather. |
voratun plate armour 'Layodhenne' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +15 Str / +8 Mag / +19 Wil / +9 Cun / +7 Con Changes resistances: +45% lightning Changes damage: +24% arcane Mental save: +25 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Maximum life: +100.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +8% Mindpower: +24 (+6 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Umbrawilder of the Blightspawn (0 def, 5 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: +5 Fatigue: +4% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 39% chance to disease * 33% chance to inflict 15% damage reduction Changes stats: +4 Str / +10 Mag / +4 Cun / +8 Con Changes resistances: +5% arcane Changes damage: +9% acid / +12% arcane / +9% blight Physical save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Disease immunity: +32% Spellpower: +10 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kilnfoe (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Effects on melee hit: * 15% chance to blind Damage (Melee): 6 acid / 5 fire / 6 cold / 7 lightning Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun Changes resistances: +3% fire Changes damage: +21% fire Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +25% Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
7 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. |
9 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
12 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. |
6 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. |
7 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. |
5 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
12 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. |
14 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 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
6 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. |
7 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
1397 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. |
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 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 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 (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 271/400. 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. |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun ring 'Voruvea'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +30 (+5 eff.) Defense: +16 (+4 eff.) Changes stats: +9 Str / +10 Con Changes resistances: +3% acid Critical mult.: +10.00% Physical save: +48 (+12 eff.) Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +15% Pinning immunity: +5% Hate when firing a critical mind attack: +1.00 Only die when reaching: -40.00 life Spellpower: +12 (+3 eff.) Mindpower: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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 can have magical properties. |
Ulfydunastir the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +12 Con Changes resistances: +40% darkness / +3% light Changes damage: +20% darkness Spell save: +36 (+12 eff.) Blindness immunity: +20% Disease immunity: +20% Silence immunity: +5% Stun/Freeze immunity: +55% Knockback immunity: +15% Teleport immunity: +5% Life regen: +4.80 Maximum stamina: +76.00 Rings can have magical properties. |
voratun ring 'Doursweep'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +15 (+2 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 35% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 50 light Effects on ranged hit: * 32% chance to blind Damage (Ranged): 50 light Changes stats: +6 Con Changes resistances: +9% lightning / +5% arcane / +9% darkness Reduces incoming crit damage: 15.00% Spell save: +17 (+6 eff.) Blindness immunity: +15% Disease immunity: +10% Maximum stamina: +40.00 Spellpower: +15 (+4 eff.) Mindpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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 can have magical properties. |
voratun ring 'Grineyadas'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +45 (+10 eff.) Armour penetration: +34 Physical power: +13 (+2 eff.) Armour: +6 Defense: +34 (+9 eff.) Damage when hit (Melee): 12 physical Changes stats: +10 Cun / +12 Dex Changes resistances penetration: +10% acid / +10% mind Stamina each turn: +0.40 Maximum life: +30.00 Spellpower: +15 (+4 eff.) Mindpower: +14 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 128% 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 can have magical properties. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Icarium the Cornac Temporal Warden level 37
60th Pyre 123rd year of Ascendancy at 15:46 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Icarium the Cornac Temporal Warden level 30
73rd Haze 122nd year of Ascendancy at 21:01 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Icarium the Cornac Temporal Warden level 37
39th Regrowth 123rd year of Ascendancy at 17:40 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Icarium the Cornac Temporal Warden level 45
19th Haze 123rd year of Ascendancy at 18:16 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Icarium the Cornac Temporal Warden level 42
9th Dusk 123rd year of Ascendancy at 19:29 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Icarium the Cornac Temporal Warden level 28
53rd Haze 122nd year of Ascendancy at 23:57 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Icarium the Cornac Temporal Warden level 42
17th Dusk 123rd year of Ascendancy at 11:05 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Icarium the Cornac Temporal Warden level 37
10th Pyre 123rd year of Ascendancy at 08:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Icarium the Cornac Temporal Warden level 40
9th Mirth 123rd year of Ascendancy at 16:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Icarium the Cornac Temporal Warden level 33
27th Regrowth 123rd year of Ascendancy at 03:41 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Icarium the Cornac Temporal Warden level 23
18th Haze 122nd year of Ascendancy at 17:21 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Icarium the Cornac Temporal Warden level 29
56th Haze 122nd year of Ascendancy at 15:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Icarium the Cornac Temporal Warden level 30
73rd Haze 122nd year of Ascendancy at 21:29 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Icarium the Cornac Temporal Warden level 46
20th Haze 123rd year of Ascendancy at 07:32 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Icarium the Cornac Temporal Warden level 27
40th Haze 122nd year of Ascendancy at 11:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Icarium the Cornac Temporal Warden level 10
9th Dusk 122nd year of Ascendancy at 20:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Icarium the Cornac Temporal Warden level 20
4th Haze 122nd year of Ascendancy at 19:43 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Icarium the Cornac Temporal Warden level 30
72nd Haze 122nd year of Ascendancy at 11:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Icarium the Cornac Temporal Warden level 40
4th Mirth 123rd year of Ascendancy at 02:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Icarium the Cornac Temporal Warden level 17
75th Dusk 122nd year of Ascendancy at 07:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Icarium the Cornac Temporal Warden level 42
79th Dusk 123rd year of Ascendancy at 11:32 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Icarium the Cornac Temporal Warden level 33
25th Regrowth 123rd year of Ascendancy at 08:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Icarium the Cornac Temporal Warden level 41
6th Flare 123rd year of Ascendancy at 02:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Icarium the Cornac Temporal Warden level 10
10th Dusk 122nd year of Ascendancy at 16:22 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Icarium the Cornac Temporal Warden level 30
73rd Haze 122nd year of Ascendancy at 21:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Icarium the Cornac Temporal Warden level 20
7th Haze 122nd year of Ascendancy at 09:41 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Icarium the Cornac Temporal Warden level 47
57th Haze 123rd year of Ascendancy at 14:04 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Icarium the Cornac Temporal Warden level 37
51st Regrowth 123rd year of Ascendancy at 23:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Icarium the Cornac Temporal Warden level 24
25th Haze 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Icarium the Cornac Temporal Warden level 16
42nd Dusk 122nd year of Ascendancy at 13:15 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Icarium the Cornac Temporal Warden level 36
38th Regrowth 123rd year of Ascendancy at 19:37 see stats
Log
There is an item here: Crimson Robe (12 def, 0 armour)
There is an item here: Evermoss Robe (12 def, 0 armour)
There is an item here: The Calm (15 def, 0 armour)
Ran for 2 turns (stop reason: object seen).
There is an item here: Nature's Vengeance (40-56 power, 4 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: Mnemonic
There is an item here: Ring of the Dead
There is an item here: Bloodcaller
There is an item here: Ring of Growth
There is an item here: Nature's Vengeance (40-56 power, 4 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: steam generator implant of the warrior (steam 18)
Ran for 2 turns (stop reason: object seen).
You don't see how to get there...
You don't see how to get there...
There is an item here: Icy Kill (35-45.5 power, 10 apr)
There is an item here: Star (25-32.5 power, 20 apr)
Ran for 2 turns (stop reason: object seen).
Icarium deactivates Phase Pulse.
Icarium deactivates Weapon Folding.
Icarium deactivates Chant of Fortitude.
Icarium deactivates Contingency.





























































































































