Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Steamtech UI 1.1.4 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Archer |
Level / Exp | 50 / 1026% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 130 (base 65) |
Constitution | 136 (base 60) |
Magic | 32 (base 10) |
Willpower | 58 (base 16) |
Cunning | 85 (base 43) |
Resources
Life | 1466/1466 |
Mana | 0/634 |
Stamina | 237/237 |
Healing Factor | 1.6 |
Regeneration | 11.28 |
Speed
Mental | +52.11786518251% |
Attack | -12% |
Movement | +51% |
Spell | -12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 11 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
Damage | 240 |
Accuracy | 93 |
Crit Chance | 69% |
APR | 52 |
Speed | 0.46 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 38% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 44.866666666667 |
Crit Chance | 44% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
All | +18% |
Defense: Base
Armour (hardiness) | 80.4 (98.681318681319%) |
Defense | 44.666666666667 |
Ranged Defense | 51 |
Fatigue | 25 |
Physical Save | 73.9375 |
Spell Save | 49.416666666667 |
Mental Save | 58.933333333333 |
Defense: Resistances
All | + 34%( 77%) |
Defense: Immunities
Teleport Resistance | 15% |
Disarm Resistance | 50% |
Bleed Resistance | 10% |
Confusion Resistance | 57% |
Stun Resistance | 100% |
Silence Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 759 damage for 7 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 677 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Archery - bows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.60 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery excellence | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Archery - slings | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Secrets of the Eternals |
talent | Rapid Shot |
talent | Chant of Fortress |
talent | Slow Motion |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Recently, some Free Traders moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | 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 regenade 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 1593. | 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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | 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 | undeterred pair of voratun boots of massiveness (0 def, 5 armour) undeterred pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +9 Con Changes damage: +9% physical Silence immunity: +39% Confusion immunity: +47% Stun/Freeze immunity: +43% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Yeah4000Gold (23/23, 66-92.4 power, 30 apr) Yeah4000Gold (23/23, 66-92.4 power, 30 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 23 On weapon hit: * 40% chance to daze * 10% chance to crush the target On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +4 lightning / +19 temporal / +20 gravity / +15 bleed / +4 mind / +23 nature Burst (radius 2) on crit: +16 mind Arrows are used with bows to pierce your foes to death. |
Light source | Bleakjam BleakjamInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +6% mind / +18% darkness Critical mult.: +20.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | SoSo (4 def, 5 armour) SoSo (4 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Changes stats: +10 Dex / +14 Wil / +35 Con Changes resistances: +3% temporal / +35% darkness / +15% blight / +25% cold / +25% nature / +14% fire Reduces incoming crit damage: 23.00% Physical save: +3 (+1 eff.) Mental save: +41 (+11 eff.) Cut immunity: +10% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | sneakthief's stralite ring of perseverance sneakthief's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Cun / +6 Dex Stun/Freeze immunity: +32% Life regen: +2.30 Rings can have magical properties. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | ravager's drakeskin leather belt of recklessness ravager's drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+3 eff.) Damage when hit (Melee): 34 darkness Changes resistances penetration: +15% physical Changes damage: +9% all / +10% physical Grants telepathy: Demon/Major Demon/Minor Critical mult.: +13.00% Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% A belt that goes around your waist. |
In main hand | Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+7 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
On hands | Gone... (0 def, 3 armour) Gone... (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Damage (Melee): 14 nature Damage when hit (Melee): 12 darkness Changes stats: +8 Str / +11 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +10% nature / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Silence immunity: +20% Disarm immunity: +50% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | First 4000 gold Gone.. (9 def, 26 armour) First 4000 gold Gone.. (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to daze Changes stats: +13 Str / +8 Dex / +8 Cun Changes resistances: +43% lightning / +26% physical / +19% darkness / +11% cold / +13% fire / +10% arcane / +10% acid Changes damage: +20% lightning / +6% physical Damage affinity(heal): +20% lightning Spell save: +23 (+8 eff.) Light radius: +2 Movement speed: +15% Healing mod.: +10% Chance to avoid any damage: +8% 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 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | Govena the elven-silk cloak (3 def, 11 armour) Govena the elven-silk cloak (3 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Mag / +6 Wil / +5 Cun Changes resistances: +30% cold Critical mult.: +10.00% Spell save: +32 (+11 eff.) Mental save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | 4000Gold!! 4000Gold!!Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: -10% Changes stats: +10 Dex / +3 Wil / +7 Cun / +16 Con Changes resistances: +5% arcane / +12% lightning Changes resistances cap: +7% all Changes damage: +15% blight / +13% fire Critical mult.: +16.00% Physical save: +75 (+16 eff.) Stun/Freeze immunity: +5% Teleport immunity: +15% Life regen: +4.50 Stamina each turn: +1.50 Maximum life: +80.00 Spellpower: +15 (+5 eff.) Movement speed: +10% Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion of the duelist (heal 343) healing infusion of the duelist (heal 343)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 343 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (750% speed; 5 turns) movement infusion of the duelist (750% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 750% 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. 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. |
movement infusion of the warrior (814% speed; 5 turns) movement infusion of the warrior (814% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 814% 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 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. |
regeneration infusion of the duelist (heal 638 over 5 turns) regeneration infusion of the duelist (heal 638 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 638 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 739 over 5 turns) regeneration infusion of the titan (heal 739 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 739 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 653 over 5 turns) regeneration infusion of the warrior (heal 653 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 653 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. |
wild infusion (resist 23%; cure mental, physical) wild infusion (resist 23%; cure mental, physical)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 30%; cure physical) wild infusion of the duelist (resist 30%; cure physical)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 29%; cure magical, physical) wild infusion of the duelist (resist 29%; cure magical, physical)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: 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 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure mental, physical) wild infusion of the warrior (resist 22%; cure mental, physical)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: 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (382.00 temporal damage, removed from time 4 turns) Rune of the Rift (382.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Inflicts 508.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 13) controlled phase door rune of the sneak (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (52 fire damage) heat beam rune (52 fire damage)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: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 52.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
shielding rune of the duelist (absorb 732 for 5 turns) shielding rune of the duelist (absorb 732 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: 21 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 732 damage for 5 turns. Its effects scale with your Dexterity 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. |
teleportation rune of the warrior (range 176) teleportation rune of the warrior (range 176)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: 16 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 176 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope 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. |
Xerelle the voratun amulet Xerelle the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind / 12 arcane Changes resistances penetration: +27% mind Changes damage: +15% blight / +15% fire / +6% arcane Talent mastery: +0.39 Cunning / Trapping Critical mult.: +20.00% Physical save: +21 (+5 eff.) Spell save: +25 (+8 eff.) Mental save: +24 (+6 eff.) Spellpower: +12 (+4 eff.) Amulets can have magical properties. |
clarifying stralite amulet of murder clarifying stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Changes resistances: +11% mind Critical mult.: +13.00% Confusion immunity: +31% Amulets can have magical properties. |
clarifying voratun amulet of perfection (0.35 Technique / Combat training,0.35 Technique / Archery excellence) clarifying voratun amulet of perfection (0.35 Technique / Combat training,0.35 Technique / Archery excellence)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% mind Talent masteries: +0.35 Technique / Archery excellence +0.35 Technique / Combat training Confusion immunity: +37% Amulets can have magical properties. |
insulating voratun amulet of murder insulating voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +19% fire / +22% cold Critical mult.: +14.00% Amulets can have magical properties. |
protective voratun amulet of mastery (0.40 Cunning / Survival) protective voratun amulet of mastery (0.40 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes resistances cap: +6% all Talent mastery: +0.40 Cunning / Survival Physical save: +21 (+5 eff.) Amulets can have magical properties. |
serendipitous voratun amulet of murder serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Defense: +14 (+5 eff.) Changes stats: +12 Lck Critical mult.: +16.00% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% light / +12% darkness Blindness immunity: +20% Amulets can have magical properties. |
starlit stralite amulet of murder starlit stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +15% light / +19% darkness Critical mult.: +12.00% Blindness immunity: +20% Amulets can have magical properties. |
starseer's voratun amulet of manastreaming starseer's voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes damage: +6% light / +6% temporal / +6% darkness / +6% physical Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +37.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
vitalizing stralite amulet of healing vitalizing stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Physical save: +9 (+2 eff.) Cut immunity: +60% Life regen: +1.60 Maximum life: +45.00 Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 296 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet of manastreaming voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.54 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +39.00 Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of strength (+6) wanderer's stralite amulet of strength (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +6 Str / +6 Dex / +5 Cun / +7 Con Life regen: +1.00 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Dark Reign Dark ReignPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes resistances: +30% darkness Changes resistances cap: +10% darkness Changes damage: +20% darkness Only die when reaching: -150.00 life Spellpower: +15 (+5 eff.) Light radius: -2 This ring is a catalyst for the powers of dark. It prolongs life at the expense of joy and happiness. |
Erasahell ErasahellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to blind Effects on ranged hit: * 33% chance to blind Changes stats: +7 Mag / +7 Cun / +2 Con Changes resistances: +5% arcane / +6% nature Physical save: +12 (+3 eff.) Spell save: +14 (+5 eff.) Maximum stamina: +29.00 Spellpower: +10 (+3 eff.) Rings can have magical properties. |
Exiler 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 inflict 104.24 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, 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. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+10 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +5 Wil Spellpower: +9 (+3 eff.) Rings can have magical properties. |
conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +6 Mag / +6 Wil / +7 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +10 (+3 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.8 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Rings can have magical properties. |
gladiator's stralite ring of clarity gladiator's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +7 Con Mental save: +6 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +8 Str / +5 Cun / +7 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 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 44%. Rings can have magical properties. |
marksman's gold ring of corrosion (+20%) marksman's gold ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
mule's gold ring of misery mule's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Cun Maximum encumbrance: +22 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 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 44%. Rings can have magical properties. |
mule's stralite ring of life mule's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Maximum encumbrance: +33 Life regen: +0.60 Maximum life: +70.00 Healing mod.: +18% Rings can have magical properties. |
mule's voratun ring of frost (+20%) mule's voratun ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +20% cold Changes damage: +10% cold Maximum encumbrance: +35 Rings can have magical properties. |
pixie's gold ring pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Mag Spellpower: +11 (+4 eff.) Rings can have magical properties. |
rogue's stralite ring of pilfering rogue's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Defense: +20 (+7 eff.) Changes stats: +6 Cun 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 away 4 grids from your target. Rings can have magical properties. |
rogue's voratun ring of warding rogue's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +7 Cun Changes resistances: +24% acid / +16% fire / +17% lightning / +17% cold Rings can have magical properties. |
savage's stralite ring of warding savage's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +17% acid / +13% fire / +13% lightning / +21% cold Spell save: +13 (+4 eff.) Maximum stamina: +16.00 Rings can have magical properties. |
savior's voratun ring of misery savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +5 Cun Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +5 Cun / +6 Dex 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 away 4 grids from your target. Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Durehir' steel ring 'Durehir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% fire Disarm immunity: +15% Stun/Freeze immunity: +32% Life regen: +1.40 Rings can have magical properties. |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's stralite ring of corrosion (+28%) titan's stralite ring of corrosion (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +28% acid Changes damage: +14% acid Physical save: +12 (+3 eff.) Rings can have magical properties. |
titan's stralite ring of misery titan's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +5 Cun / +5 Con Physical save: +10 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
treant's stralite ring of pilfering treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +11 (+4 eff.) Changes resistances: +13% nature / +9% blight Poison immunity: +19% Disease immunity: +18% 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 away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
wizard's gold ring of arcana(+0.18/turn) wizard's gold ring of arcana(+0.18/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Silence immunity: +26% Mana each turn: +0.18 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Ulenaridas UlenaridasInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +13% lightning / +10% temporal / +6% mind / +12% blight Reduced damage from: +32% Summoned Maximum life: +58.00 A belt that goes around your waist. |
grounding hardened leather belt of the vagrant grounding hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% lightning / +7% temporal Mental save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
reinforced drakeskin leather belt of dampening reinforced drakeskin leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Changes resistances: +8% acid / +6% fire / +8% lightning / +9% cold Physical save: +25 (+6 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Changes stats: +3 Mag Critical mult.: +8.00% Mana each turn: +0.40 Maximum mana: +27.00 A belt that goes around your waist. |
Brenysatar the Brightripper (8 def, 0 armour) Brenysatar the Brightripper (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 16 fire Changes resistances: +13% blight / +12% fire / +13% darkness / +14% nature Changes resistances penetration: +10% darkness Changes damage: +11% darkness / +12% mind Stealth bonus: +9 Physical save: +8 (+2 eff.) Life regen: +1.10 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyretha the Stokecut (2 def, 0 armour) Cyretha the Stokecut (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +3% mind Changes resistances penetration: +20% fire Talent mastery: +0.30 Technique / Combat training Spell save: -17 (-6 eff.) Stamina each turn: +0.80 Mana each turn: -0.31 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour) restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes resistances: +14% nature / +13% blight Life regen: +2.30 Maximum life: +81.00 Maximum stamina: +39.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 9 armour) thick cashmere cloak of Iron Throne (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elunn (17 def, 14 armour) Elunn (17 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +17 (+6 eff.) Fatigue: +4% Changes resistances: +29% darkness / +30% temporal Changes resistances penetration: +19% darkness / +14% temporal Changes damage: +12% arcane Vim when firing critical spell: +5.00 Infravision radius: +2 Defense after a teleport: +44 Resist all after a teleport: +22% New effects duration reduction after a teleport: +50% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 40 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Duvayon' (0 def, 5 armour) pair of drakeskin leather boots 'Duvayon' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +3 Mag / +15 Lck Changes resistances: +10% fire / +10% cold Changes resistances penetration: +5% arcane Changes damage: +3% arcane Stealth bonus: +11 Spell save: +10 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour) undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +4 Con Silence immunity: +28% Confusion immunity: +32% Stun/Freeze immunity: +32% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stone warden's drakeskin leather gloves of war-making (0 def, 8 armour) stone warden's drakeskin leather gloves of war-making (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +8 Armour Hardiness: +7% Changes stats: +12 Con Changes resistances: +6% physical Critical mult.: +12.00% Spell crit. chance: +8% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of dispersion (0 def, 14 armour) stone warden's voratun gauntlets of dispersion (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +14 Armour Hardiness: +11% Damage (Melee): 11 arcane Changes stats: +8 Mag / +5 Wil / +9 Con Changes resistances: +5% arcane / +9% physical It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
voratun gauntlets 'Zanaromichik' (0 def, 3 armour) voratun gauntlets 'Zanaromichik' (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Fatigue: -4% Effects when hit in melee: * 60% chance to reduce powers by 20% * 60 arcane resource burn Changes stats: +1 Con / +3 Mag Grants telepathy: Humanoid/Orc Physical save: +9 (+2 eff.) Spell save: +36 (+12 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +37% Metal gloves protecting the hands up to the middle of the lower arm. |
Morbuslord (24 def, 5 armour) Morbuslord (24 def, 5 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Armour: +5 Defense: +24 (+8 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Effects when hit in melee: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +17 Cun Changes resistances: +3% lightning / +3% temporal / +6% darkness / +6% blight / +14% nature / +3% mind Changes damage: +9% nature Spell save: +10 (+3 eff.) Maximum life: +96.00 Healing mod.: +28% A cap made of leather. |
hardened leather cap of the bounder (0 def, 3 armour) hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +7 Dex A cap made of leather. |
mindcaging voratun helm of ire (0 def, 5 armour) mindcaging voratun helm of ire (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +6 Con Changes resistances: +18% mind Physical save: +12 (+3 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +40% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
plaguebringer's quiver of dragonbone arrows (24/24, 56-78.4 power, 18 apr) plaguebringer's quiver of dragonbone arrows (24/24, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 8% chance to disease Damage (Ranged): +5 blight Arrows are used with bows to pierce your foes to death. |
319 alchemist agate 319 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. |
2 onyx 2 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Voressra the voratun pickaxe (dig speed 4 turns) Voressra the voratun pickaxe (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +20 Physical power: +10 (+2 eff.) Armour: +4 Defense: +8 (+3 eff.) Changes stats: +11 Str / +5 Mag Changes resistances: +6% cold / +6% mind / +8% physical Critical mult.: +20.00% Spell save: +6 (+2 eff.) Light radius: +2 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.6 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +81 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 14 turns) soldier's dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 28.70 cold damage and 34.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Toryhek ToryhekPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +5 Cun / +1 Dex Changes resistances: +6% blight / +6% cold / +1% physical / +7% temporal Changes damage: +15% physical Light radius: -2 Infravision radius: +6 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
nightwalker's alchemist's lamp of corpselight nightwalker's alchemist's lamp of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil Changes resistances: +9% blight / +5% darkness Critical mult.: +13.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +5 See invisible: +8 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: 1.0 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 7 turns, and deals 52 blight damage or heals 59 life. Creatures standing in the retch also have 5% 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. |
piercing dwarven lantern piercing dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances penetration: +9% all Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of health piercing dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances penetration: +10% all Maximum life: +45.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) 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) 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) 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) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 89 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye 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. |
72 alchemist bloodstone 72 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. |
23 bloodstone 23 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 fire opal 19 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
overpowered stralite torque of clear mind [power 5] (14 cooldown) overpowered stralite torque of clear mind [power 5] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation [power 51] (27 cooldown) voratun torque of psychoportation [power 51] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 51), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Getusabers the yew totem of cure ailments [power 2] (9 cooldown) Getusabers the yew totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Grants telepathy: Dragon Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +20 (+5 eff.) It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Hathedolen [power 233] (6 cooldown) Hathedolen [power 233] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +9% lightning Maximum wards: +2 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +6% arcane Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 233 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled elven-wood wand of trap destruction [power 87] (14 cooldown) defiled elven-wood wand of trap destruction [power 87] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum vim: +8.00 It can be used to disarm traps (87 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of trap destruction [power 108] (14 cooldown) warded dragonbone wand of trap destruction [power 108] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +4 temporal / +5 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to disarm traps (108 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
18 diamond 18 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 moonstone 25 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 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Jolgame the Shalore Archer level 32
41st Haze 124th year of Ascendancy at 01:11 see stats
By Jolgame the Shalore Archer level 27
5th Allure 124th year of Ascendancy at 22:59 see stats
By Jolgame the Shalore Archer level 32
60th Dusk 124th year of Ascendancy at 03:55 see stats
By Jolgame the Shalore Archer level 35
5th Regrowth 125th year of Ascendancy at 07:52 see stats
By Jolgame the Shalore Archer level 50
17th Pyre 127th year of Ascendancy at 03:40 see stats
By Jolgame the Shalore Archer level 41
77th Regrowth 126th year of Ascendancy at 12:06 see stats
By Jolgame the Shalore Archer level 34
10th Allure 125th year of Ascendancy at 17:49 see stats
By Jolgame the Shalore Archer level 30
48th Dusk 124th year of Ascendancy at 01:44 see stats
By Jolgame the Shalore Archer level 16
56th Pyre 123rd year of Ascendancy at 12:59 see stats
By Jolgame the Shalore Archer level 48
2nd Haze 126th year of Ascendancy at 02:41 see stats
By Jolgame the Shalore Archer level 12
2nd Regrowth 123rd year of Ascendancy at 19:03 see stats
By Jolgame the Shalore Archer level 46
46th Dusk 126th year of Ascendancy at 22:10 see stats
By Jolgame the Shalore Archer level 36
18th Regrowth 125th year of Ascendancy at 01:24 see stats
By Jolgame the Shalore Archer level 33
75th Haze 124th year of Ascendancy at 19:51 see stats
By Jolgame the Shalore Archer level 19
9th Dusk 123rd year of Ascendancy at 13:51 see stats
By Jolgame the Shalore Archer level 50
33rd Haze 126th year of Ascendancy at 01:56 see stats
By Jolgame the Shalore Archer level 17
65th Pyre 123rd year of Ascendancy at 04:51 see stats
By Jolgame the Shalore Archer level 21
19th Dusk 123rd year of Ascendancy at 10:03 see stats
By Jolgame the Shalore Archer level 22
76th Dusk 123rd year of Ascendancy at 19:44 see stats
By Jolgame the Shalore Archer level 48
64th Dusk 126th year of Ascendancy at 16:01 see stats
By Jolgame the Shalore Archer level 36
17th Regrowth 125th year of Ascendancy at 09:46 see stats
By Jolgame the Shalore Archer level 50
50th Haze 126th year of Ascendancy at 03:51 see stats
By Jolgame the Shalore Archer level 32
68th Haze 124th year of Ascendancy at 16:25 see stats
By Jolgame the Shalore Archer level 17
66th Pyre 123rd year of Ascendancy at 22:13 see stats
By Jolgame the Shalore Archer level 50
17th Pyre 127th year of Ascendancy at 06:04 see stats
By Jolgame the Shalore Archer level 10
75th Dusk 122nd year of Ascendancy at 08:50 see stats
By Jolgame the Shalore Archer level 20
9th Dusk 123rd year of Ascendancy at 13:51 see stats
By Jolgame the Shalore Archer level 30
49th Regrowth 124th year of Ascendancy at 04:34 see stats
By Jolgame the Shalore Archer level 40
39th Regrowth 126th year of Ascendancy at 11:50 see stats
By Jolgame the Shalore Archer level 50
28th Haze 126th year of Ascendancy at 18:31 see stats
By Jolgame the Shalore Archer level 47
49th Dusk 126th year of Ascendancy at 22:28 see stats
By Jolgame the Shalore Archer level 43
1st Summertide 126th year of Ascendancy at 12:12 see stats
By Jolgame the Shalore Archer level 22
61st Dusk 123rd year of Ascendancy at 05:53 see stats
By Jolgame the Shalore Archer level 25
50th Haze 123rd year of Ascendancy at 21:44 see stats
By Jolgame the Shalore Archer level 30
54th Regrowth 124th year of Ascendancy at 01:16 see stats
By Jolgame the Shalore Archer level 19
9th Dusk 123rd year of Ascendancy at 07:49 see stats
By Jolgame the Shalore Archer level 34
76th Haze 124th year of Ascendancy at 00:56 see stats
By Jolgame the Shalore Archer level 50
33rd Haze 126th year of Ascendancy at 01:55 see stats
By Jolgame the Shalore Archer level 6
5th Flare 122nd year of Ascendancy at 15:31 see stats
By Jolgame the Shalore Archer level 27
5th Allure 124th year of Ascendancy at 22:59 see stats
By Jolgame the Shalore Archer level 27
4th Regrowth 124th year of Ascendancy at 14:23 see stats
By Jolgame the Shalore Archer level 50
33rd Haze 126th year of Ascendancy at 01:56 see stats
By Jolgame the Shalore Archer level 49
26th Haze 126th year of Ascendancy at 02:26 see stats
By Jolgame the Shalore Archer level 11
5th Decay 122nd year of Ascendancy at 15:46 see stats
By Jolgame the Shalore Archer level 38
53rd Dusk 125th year of Ascendancy at 23:06 see stats
By Jolgame the Shalore Archer level 22
25th Haze 123rd year of Ascendancy at 00:58 see stats
By Jolgame the Shalore Archer level 33
71st Haze 124th year of Ascendancy at 09:15 see stats
By Jolgame the Shalore Archer level 20
10th Dusk 123rd year of Ascendancy at 08:31 see stats
By Jolgame the Shalore Archer level 31
59th Dusk 124th year of Ascendancy at 08:02 see stats
Log
Ran for 5 turns (stop reason: dialog is displayed).
You leave the item untouched.
Bought: regeneration infusion of the titan (heal 739 over 5 turns) for 52.05 gold.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the Hedge Maze here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is an item here: restful steel amulet of dexterity (+5)
Ran for 3 turns (stop reason: dialog is displayed).
You leave the item untouched.
There is an item here: Fearfire Mantle (14 def, 0 armour)
Lore found: Fearfire Mantle
You can read all your collected lore in the game menu, by pressing Escape.
You leave the item untouched.
Jolgame deactivates Rapid Shot.
Jolgame deactivates Slow Motion.
Jolgame deactivates Secrets of the Eternals.
Jolgame deactivates Precise Strikes.
Jolgame deactivates Chant of Fortress.