Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Monk 1.1.5Monk for versions b42 and above. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Treant Race 1.1.5Adds in a Treant Race. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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 Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Items Vault 1.3.0Donators/Buyers bonus! Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Allow Respec Anywhere 1.2.3Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Superhuman |
Class | Rogue |
Level / Exp | 100 / 0% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 89 (base 14) |
Dexterity | 188 (base 100) |
Constitution | 164 (base 75) |
Magic | 146 (base 100) |
Willpower | 172 (base 100) |
Cunning | 193 (base 100) |
Resources
Life | 12053/12053 |
Mana | 1504/1504 |
Stamina | 742/742 |
Equilibrium | 0 |
Healing Factor | 2.37 |
Regeneration | 88.191145877834 |
Speed
Mental | +96.75737458399% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +204.8% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 13 |
Offense: Mainhand
Damage | 463 |
Accuracy | 140 |
Crit Chance | 221% |
APR | 167 |
Speed | 0.51 |
Offense: Offhand
Damage | 476 |
Accuracy | 140 |
Crit Chance | 221% |
APR | 167 |
Speed | 0.46 |
Offense: Spell
Spellpower | 81.2 |
Crit Chance | 94% |
Speed | 1 |
Offense: Mind
Mindpower | 95.82 |
Crit Chance | 92% |
Speed | 1 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | +35% |
Defense: Base
Armour (hardiness) | 103 (30%) |
Defense | 118.30050363587 |
Ranged Defense | 122.68614597361 |
Fatigue | 0 |
Physical Save | 117.05416666667 |
Spell Save | 115.34583333333 |
Mental Save | 103.5875 |
Defense: Resistances
All | + 80%( 84%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 60% |
Silence Resistance | 54% |
Bleed Resistance | 5% |
Teleport Resistance | 50% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 473 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 3/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Cunning / Stealth | 1.70 |
| 10/5 |
| 10/5 |
| 2/5 |
| 10/5 |
Cunning / Poisons | 1.30 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 10/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Cunning / Lethality | 1.50 |
| 10/5 |
| 5/5 |
| 5/5 |
| 9/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.80 |
| 4/5 |
| 8/5 |
| 5/5 |
| 9/5 |
Technique / Dual weapons | 1.80 |
| 9/5 |
| 10/5 |
| 5/5 |
| 10/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 10/5 |
| 3/5 |
| 10/5 |
Technique / Dual techniques | 1.60 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 10/5 |
| 2/5 |
| 10/5 |
| 10/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 10/5 |
| 1/5 |
| 10/5 |
| 0/5 |
| 10/5 |
Wild-gift / Harmony | 2.00 |
| 10/5 |
| 1/5 |
| 10/5 |
| 8/5 |
Spell / Stone alchemy | 0.80 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 4/5 |
| 10/5 |
| 10/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.40 |
| 10/5 |
| 10/5 |
| 8/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Vulnerability Poison |
talent | Trained Reactions |
talent | Lacerating Strikes |
talent | Chant of Resistance |
talent | Precision |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Numbing Poison |
talent | Momentum |
beneficial effect | Parrying melee attacks: Has a 72% chance to deflect up to 305 damage from the next 3.5 attack(s). Parrying |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 83% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | 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 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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +2. | 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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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: 3879. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. 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 cleared out the fortress in southern Old Forest for the Assassin Lord. The Lord's Task | 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 find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* You met with Explorer Merek, who told you about the corruption of the Oyze . * You told Explorer Merek, you would help him. * You went to an unholy site, summoned up an archdemon prince's bastardson, put him to eternal rest and picked up the Vial of Molten Water. * You returned the Vial of Molten Water to Explorer Merek. | 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 sided with Slasul and killed Ukllmswwik. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 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 | Falurion the pair of drakeskin leather boots (10 def, 11 armour) Falurion the pair of drakeskin leather boots (10 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +11 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 4 physical Changes stats: +10 Mag / +6 Wil / +8 Con Changes resistances: +15% acid / +2% physical / +15% fire / +15% cold / +15% lightning Changes resistances penetration: +10% acid / +10% physical Changes damage: +23% acid / +12% physical / +10% blight Maximum encumbrance: +48 Physical save: +24 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Disease immunity: +50% Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +1.20 Only die when reaching: -40.00 life Maximum stamina: +40.00 Spellpower: +10 (+2 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | piercing dwarven lantern of focus piercing dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +7 Wil Changes resistances penetration: +15% all Changes damage: +12% mind Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Arthyntir the Boltripper (8 def, 20 armour) Arthyntir the Boltripper (8 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Armour: +20 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +9 Str / +19 Wil / +10 Cun / +25 Con Changes resistances: +6% lightning / +14% darkness / +12% blight / +19% light / +7% all Changes resistances penetration: +10% all Changes damage: +9% arcane / +15% lightning Critical mult.: +16.00% Physical save: +20 (+3 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +0.80 Mindpower: +11 (+2 eff.) Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2112.4 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | drakeskin leather gloves 'Porotta' (0 def, 9 armour) drakeskin leather gloves 'Porotta' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +15 Armour: +9 Damage (Melee): 19 light Damage when hit (Melee): 16 mind Changes stats: +14 Dex / +7 Cun / +6 Con Changes resistances: +3% lightning / +6% fire / +15% light / +12% darkness Changes damage: +11% light Physical save: +39 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +65 (+11 eff.) Silence immunity: +10% Disarm immunity: +100% Confusion immunity: +10% Life regen: +6.00 Stamina each turn: +1.30 Mana each turn: +0.40 Psi each turn: +0.38 Maximum life: +78.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Juggernaut, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 27 power out of 35/35) : Effective talent level: 1.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
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. |
On fingers | voratun ring 'Abyssraptor' voratun ring 'Abyssraptor'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +32 (+5 eff.) Armour: +8 Fatigue: -10% Effects on melee hit: * 34% chance to cause random gloom Damage (Melee): 46 bleed Effects on ranged hit: * 38% chance to cause random gloom Damage (Ranged): 50 bleed Changes stats: +10 Str / +19 Cun / +16 Con Changes resistances: +3% light / +6% darkness / +29% blight / +3% fire / +24% nature / +5% arcane Changes damage: +9% fire / +8% all Maximum encumbrance: +40 Physical save: +12 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +13 (+2 eff.) Poison immunity: +60% Disease immunity: +64% Cut immunity: +5% Disarm immunity: +10% Confusion immunity: +50% Stun/Freeze immunity: +99% Knockback immunity: +5% Life regen: +11.50 Hate when firing a critical mind attack: +6.00 Maximum life: +100.00 Maximum stamina: +40.00 Maximum hate: +27.00 Spellpower: +20 (+4 eff.) Mindpower: +17 (+3 eff.) Healing mod.: +26% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 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. |
Around neck | voratun amulet 'Sunwing' voratun amulet 'Sunwing'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +16 Defense: +24 (+5 eff.) Fatigue: -10% Damage when hit (Melee): 24 light Changes stats: +9 Dex / +6 Mag / +10 Wil / +8 Cun / +10 Con Changes resistances: +12% temporal / +9% light / +30% cold / +24% mind / +20% fire Changes resistances cap: +14% all Changes resistances penetration: +5% darkness / +10% light Changes damage: +17% darkness / +8% temporal / +8% light / +8% physical Critical mult.: +18.00% Physical save: +79 (+12 eff.) Spell save: +25 (+4 eff.) Mental save: +24 (+4 eff.) Confusion immunity: +35% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
In main hand | Starpride (48.5-63.05 power, 9 apr) Starpride (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to blind On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +13 mind Burst (radius 1) on hit: +4 nature / +4 light Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +12 Defense: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str Changes resistances: +9% light Changes resistances penetration: +11% physical Changes damage: +3% nature / +23% physical Disarm immunity: +39% Stamina when hit: +2.00 Light radius: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 5 turns. Sharp, short and deadly. |
Around waist | Dawnknight Dawnknight Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +31 (+5 eff.) Armour: +13 Defense: +15 (+3 eff.) Fatigue: -20% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 4 darkness / 20 fire Changes stats: +13 Str / +19 Dex / +7 Wil / +18 Cun / +6 Con / +10 Lck Changes resistances: +10% acid / +3% light / +25% fire / +10% cold / +5% arcane / +10% lightning Changes resistances penetration: +20% physical / +5% darkness / +10% all Changes damage: +6% fire / +9% light / +25% physical Critical mult.: +24.00% Trap disarming bonus: +26 Stealth bonus: +14 Maximum encumbrance: +103 Physical save: +55 (+8 eff.) Spell save: +35 (+6 eff.) Mental save: +20 (+3 eff.) Mental crit. chance: +14% Light radius: +2 Infravision radius: +6 Size category: +2 A belt that goes around your waist. |
In off hand | Obsidianwarden the voratun dagger (61.5-79.95 power, 9 apr) Obsidianwarden the voratun dagger (61.5-79.95 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 61.5 - 80.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +48 insidious poison Burst (radius 1) on hit: +8 darkness / +8 blight Burst (radius 2) on crit: +8 nature / +16 fire When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +6 Dex Changes resistances: +9% nature / +8% all Changes resistances penetration: +10% fire / +12% nature / +12% physical Changes damage: +12% physical Global speed: +5% Sharp, short and deadly. |
Cloak | Boltresolve (12 def, 13 armour) Boltresolve (12 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Armour: +13 Defense: +12 (+3 eff.) Damage when hit (Melee): 8 arcane / 4 lightning Changes stats: +6 Dex / +1 Mag / +4 Wil / +6 Cun Changes resistances: +23% light / +25% darkness / +54% blight / +22% fire / +59% nature / +29% cold Changes resistances penetration: +20% darkness / +10% blight Changes damage: +25% darkness / +12% lightning Stealth bonus: +28 Mental save: +15 (+2 eff.) Life regen: +8.40 Maximum vim: +56.00 Spellpower: +8 (+2 eff.) Healing mod.: +81% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xedatta the drakeskin leather armour (35 def, 13 armour) =water= Xedatta the drakeskin leather armour (35 def, 13 armour) =water=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +20 Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +13 Defense: +35 (+7 eff.) Ranged Defense: +19 (+3 eff.) Fatigue: +8% Damage (Melee): 10 acid / 10 lightning Damage (Ranged): 10 acid / 9 lightning Damage when hit (Melee): 18 physical Changes stats: +11 Str / +10 Dex Changes resistances: +42% acid / +12% physical / +5% arcane / +41% cold / +26% nature / +30% lightning Changes resistances penetration: +10% arcane Allows you to breathe in: water Critical mult.: +17.00% Physical save: +72 (+11 eff.) Maximum life: +59.00 Healing mod.: +20% A suit of armour made of leather. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] 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: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 218.89 physical damage and 279.23 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
healing infusion of the duelist (heal 487) healing infusion of the duelist (heal 487)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 487 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 (1229% speed; 9 turns) movement infusion of the duelist (1229% speed; 9 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1229% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
Rune of the Rift (838.00 temporal damage, removed from time 4 turns) Rune of the Rift (838.00 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 (100% of a turn) Is: a spell Description: Inflicts 1030.74 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. |
manasurge rune of the duelist (1973% regen over 10 turns; 99 instant mana) manasurge rune of the duelist (1973% regen over 10 turns; 99 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1973% over 10 turns and instantly restoring 99 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the duelist (absorb 872 for 4 turns) shielding rune of the duelist (absorb 872 for 4 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: 23 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 872 damage for 4 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. |
shielding rune of the sneak (absorb 972 for 6 turns) shielding rune of the sneak (absorb 972 for 6 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: 19 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 972 damage for 6 turns. 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. |
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. |
taint of inversion (35% damage affinity all for 7 turns) taint of inversion (35% damage affinity all for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 7 turns. You gain 35% damage affinity all and 35% of all damage you do is converted into healing. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Duathelrage the stralite amulet Duathelrage the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Mag / +5 Wil / +5 Cun / +8 Con Changes damage: +7% light / +11% temporal / +14% darkness / +7% physical Talent mastery: +0.29 Technique / Dual techniques Mental save: +16 (+3 eff.) Confusion immunity: +19% Teleport immunity: +50% Psi when hit: +0.12 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mindpower: +31 (+6 eff.) It can be used to teleport you randomly (rad 53), putting all charms on cooldown for 12 turns. Amulets can have magical properties. |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Talisman of Spirits Talisman of SpiritsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Poison immunity: +20% Disease immunity: +20% Cut immunity: +20% Maximum life: +50.00 Healing mod.: +20% Will bring you back from death, but only once! It can be used to activate talent Heal (costing 21 power out of 28/28) : Effective talent level: 3.0 Power cost: 21 out of 28/28. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 547 life. The life healed will increase with your Mindpower. The beads of this necklace store the wisdom and spiritual power of its former possessor. By drawing on its power, its current possessor may return from the lands of the death to the living once. |
Torydundur the Ebonyire Torydundur the EbonyirePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Mag Changes resistances: +12% temporal Changes damage: +12% temporal Talent masteries: +0.15 Technique / Combat veteran +0.15 Cunning / Stealth Amulets can have magical properties. |
insulating stralite amulet of perfection (0.34 Cunning / Trapping,0.34 Technique / Dual weapons) insulating stralite amulet of perfection (0.34 Cunning / Trapping,0.34 Technique / Dual weapons)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% fire / +20% cold Talent masteries: +0.34 Technique / Dual weapons +0.34 Cunning / Trapping Amulets can have magical properties. |
voratun amulet 'Earthblow' voratun amulet 'Earthblow'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 nature / 4 acid Changes stats: +23 Str / +20 Dex / +6 Mag / +27 Wil / +6 Cun Changes resistances: +15% mind / +6% nature Changes damage: +8% acid / +10% physical / +7% fire / +8% lightning / +8% cold Physical save: +23 (+4 eff.) Spell save: +25 (+4 eff.) Mental save: +52 (+9 eff.) Confusion immunity: +100% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +26 (+5 eff.) Infravision radius: +2 Combat 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 8 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. |
Heatpanic the stralite ring Heatpanic the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 18 bleed Damage when hit (Melee): 4 fire Changes stats: +14 Cun / +8 Wil Changes resistances: +28% darkness / +6% fire Changes damage: +14% darkness / +6% all Critical mult.: +15.00% Spell save: +3 (+0 eff.) Mana when firing critical spell: +1.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +13 (+3 eff.) Mindpower: +20 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 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. |
Xanygalaith the gold ring Xanygalaith the gold ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +19 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +6 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid / +5% temporal Changes damage: +9% acid / +6% all Disarm immunity: +22% Pinning immunity: +27% Knockback immunity: +28% Maximum life: +33.00 Spellpower: +7 (+1 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
gold ring 'Borarim' gold ring 'Borarim'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Defense: +19 (+4 eff.) Changes stats: +6 Wil / +5 Cun / +2 Con Changes resistances: +28% light Changes damage: +14% light Maximum encumbrance: +10 Mental save: +12 (+2 eff.) Life regen: +0.60 Stamina each turn: +0.80 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 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 35% for 5 turns. Rings can have magical properties. |
painweaver's voratun ring of warding painweaver's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes resistances: +26% acid / +28% fire / +30% lightning / +27% cold Changes damage: +7% all Spellpower: +20 (+4 eff.) Mindpower: +20 (+4 eff.) Rings can have magical properties. |
Scorpionoozer (49.5-64.35 power, 9 apr) Scorpionoozer (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 42% chance to corrode armour * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +48 insidious poison / +16 darkness / +16 lightning Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Physical crit. chance: +34.0% Physical power: +24 (+4 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 15% * 58% chance to blind Damage when hit (Melee): 8 darkness / 12 light Changes stats: +5 Con Changes resistances: +8% all Changes resistances penetration: +24% acid / +24% physical / +22% nature Changes damage: +3% nature / +12% physical Disarm immunity: +62% Life regen: +4.00 Sharp, short and deadly. |
balanced voratun dagger of massacre (47-61.1 power, 9 apr) balanced voratun dagger of massacre (47-61.1 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +9 (+2 eff.) Disarm immunity: +30% Sharp, short and deadly. |
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 stats: 180% Mag, 30% Wil 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 (+10 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 150 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." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Belfast's Belt of Giantslaying Belfast's Belt of Giantslaying Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Armour: +4 Changes stats: +8 Str / +8 Con Changes resistances penetration: +10% all Change telepathy range by : +5 Grants telepathy: Giant Critical mult.: +10.00% Physical save: +12 (+2 eff.) Knockback immunity: +25% Dwarven legend Belfast reveled in slaying things much bigger than him, which got him the nickname Giantslayer. Historians love to point out the irony, how he eventually got killed by a giant white rat. His belt however remained unharmed. |
Belt of the Viperqueen Belt of the ViperqueenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +5 Cun Talent mastery: +0.30 Cunning / Poisons Poison immunity: +50% Many songs have been written about Lady Isabella Mansana. The so called Viperqueen had a passion for using deadly poisons to get rid of her numerous lovers. |
Koreldir the Balancesweeper =mana / turn= Koreldir the Balancesweeper =mana / turn=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +5 Cun / +7 Lck Changes resistances: +8% fire / +9% nature / +7% cold Changes resistances penetration: +15% arcane / +10% mind Changes damage: +3% mind Trap disarming bonus: +16 Stealth bonus: +8 Mana each turn: +0.22 Maximum mana: +28.00 Infravision radius: +5 A belt that goes around your waist. |
Xutta XuttaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +27.0% Physical power: +5 (+1 eff.) Armour: +21 Defense: +22 (+5 eff.) Damage when hit (Melee): 8 arcane / 8 acid Changes stats: +20 Dex / +5 Mag / +5 Wil / +20 Cun / +16 Lck Changes resistances: +3% acid / +21% fire / +21% cold Changes resistances penetration: +20% blight / +35% arcane Changes damage: +3% acid / +12% arcane / +6% blight Critical mult.: +11.00% Trap disarming bonus: +40 Stealth bonus: +21 Physical save: +49 (+7 eff.) Maximum life: +51.00 Spell crit. chance: +5% Mindpower: +8 (+2 eff.) Mental crit. chance: +22% Infravision radius: +10 A belt that goes around your waist. |
hardened leather belt 'Veliyara' hardened leather belt 'Veliyara'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +28 (+5 eff.) Defense: +30 (+6 eff.) Damage when hit (Melee): 12 arcane Changes stats: +5 Str / +5 Dex / +2 Mag / +4 Cun / +14 Con / +8 Lck Changes resistances: +6% arcane / +6% darkness Changes resistances penetration: +5% blight Critical mult.: +22.00% Trap disarming bonus: +19 Stealth bonus: +30 Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +31 (+5 eff.) Disease immunity: +10% Stun/Freeze immunity: +5% Teleport immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Spell crit. chance: +2% Mindpower: +22 (+4 eff.) Infravision radius: +5 Size category: +2 A belt that goes around your waist. |
Glintrip the elven-silk cloak (3 def, 13 armour) Glintrip the elven-silk cloak (3 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind * 20% chance to disease Damage when hit (Melee): 4 nature / 16 blight Changes stats: +12 Str / +6 Dex / +6 Mag / +11 Wil / +6 Cun / +12 Con Changes resistances: +10% acid / +30% temporal / +30% darkness / +9% fire / +39% cold / +10% lightning Changes resistances penetration: +15% nature / +10% light Changes damage: +6% light Talent mastery: +0.40 Technique / Combat training Physical save: +15 (+2 eff.) Spell save: -29 (-5 eff.) Stamina each turn: +1.20 Mana each turn: -0.57 Maximum life: +110.00 Spell crit. chance: +7% Mental crit. chance: +8% Light radius: +1 Defense after a teleport: +29 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neribeth the elven-silk cloak (16 def, 0 armour) Neribeth the elven-silk cloak (16 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +16 (+4 eff.) Changes stats: +5 Mag / +6 Wil / +3 Cun Changes resistances: +20% darkness Changes resistances penetration: +15% arcane / +17% darkness Changes damage: +15% arcane / +20% darkness / +3% mind Critical mult.: +56.00% Stealth bonus: +32 Physical save: +12 (+2 eff.) Spell save: +48 (+8 eff.) Mental save: +12 (+2 eff.) Maximum mana: +191.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Striketooth the elven-silk cloak (3 def, 12 armour) Striketooth the elven-silk cloak (3 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze Damage when hit (Melee): 12 nature Changes stats: +4 Mag / +5 Wil Changes resistances: +8% acid / +22% darkness / +7% fire / +27% cold / +33% lightning Changes resistances penetration: +11% darkness / +5% nature Changes damage: +18% darkness / +9% lightning Stealth bonus: +9 Maximum life: +84.00 Maximum stamina: +34.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazewyrd the pair of voratun boots (0 def, 5 armour) =100 stun= Blazewyrd the pair of voratun boots (0 def, 5 armour) =100 stun=Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 mind Changes stats: +4 Dex / +4 Mag / +4 Wil / +10 Cun / +6 Con Changes resistances: +21% temporal / +30% darkness / +9% light Changes resistances penetration: +19% darkness / +19% temporal Changes damage: +18% blight / +12% light / +24% mind Physical save: +39 (+6 eff.) Spell save: +15 (+2 eff.) Mental save: +36 (+6 eff.) Silence immunity: +95% Confusion immunity: +95% Stun/Freeze immunity: +100% Stamina each turn: +0.80 Maximum life: +56.00 Light radius: +3 Movement speed: +30% Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 19 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Furnacemark (0 def, 5 armour) Furnacemark (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +17 Str / +16 Con Changes resistances: +9% nature Changes damage: +6% fire / +17% physical Physical save: +26 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +34 (+6 eff.) Blindness immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +5% Stamina each turn: +0.70 Maximum life: +43.00 Movement speed: +10% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. |
pair of drakeskin leather boots 'Urantir' (18 def, 13 armour) pair of drakeskin leather boots 'Urantir' (18 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +13 Defense: +18 (+4 eff.) Ranged Defense: +18 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 12 physical Changes stats: +8 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +15% acid / +30% temporal / +28% darkness / +14% fire / +15% lightning / +15% cold Changes resistances penetration: +20% temporal / +18% darkness / +15% physical Reduces incoming crit damage: 18.00% Physical save: +6 (+1 eff.) Cut immunity: +10% Stamina each turn: +0.90 Maximum life: +51.00 Movement speed: +10% Defense after a teleport: +35 Resist all after a teleport: +21% New effects duration reduction after a teleport: +40% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
pair of hardened leather boots 'Dawnsaw' (0 def, 13 armour) pair of hardened leather boots 'Dawnsaw' (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +19% acid / +6% light / +9% blight / +28% fire / +22% cold / +20% lightning Spell save: +25 (+4 eff.) A pair of boots made of leather. |
Xerebrevea the voratun gauntlets (0 def, 3 armour) Xerebrevea the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Physical power: +20 (+3 eff.) Armour: +3 Changes stats: +5 Str / +6 Dex / +6 Mag / +3 Wil / +15 Cun Changes resistances: +8% light / +7% darkness Spell save: +6 (+1 eff.) Life regen: +3.50 Stamina each turn: +1.90 Mana each turn: +0.30 Mana when firing critical spell: +3.00 Maximum stamina: +34.00 Maximum hate: +6.00 Maximum vim: +40.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +8% Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 135.92 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Dayusher the voratun helm (10 def, 5 armour) Dayusher the voratun helm (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 9 physical / 8 mind / 8 light Changes stats: +23 Str / +9 Dex / +10 Wil / +7 Cun / +21 Con Changes resistances: +15% lightning / +15% temporal / +6% light / +15% blight / +6% arcane Changes resistances penetration: +10% all Changes damage: +9% arcane / +24% mind / +12% light Critical mult.: +10.00% Physical save: +28 (+4 eff.) Mental save: +45 (+8 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 21 cooldown : Effective talent level: 2.6 Power cost: 21 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. |
Tempesttooth (0 def, 1 armour) Tempesttooth (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour * 15% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +4 Con Changes resistances: +3% lightning Changes damage: +9% lightning Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 21 cooldown : Effective talent level: 2.6 Power cost: 21 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 cap made of leather. |
Torebar the Corruptiontickler (3 def, 6 armour) Torebar the Corruptiontickler (3 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +13 Mag / +23 Wil / +6 Con Changes resistances: +18% mind / +5% arcane / +3% nature Changes damage: +16% mind Physical save: +28 (+4 eff.) Mental save: +20 (+3 eff.) Psi each turn: +0.40 Maximum psi: +40.00 Spellpower: +12 (+2 eff.) Mindpower: +13 (+3 eff.) Mental crit. chance: +11% It can be used to activate talent Stone Wall, placing all other charms into a 60 cooldown : Effective talent level: 1.0 Power cost: 60 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 236.33 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes resistances penetration: +10% all Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +30.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 66, based on Cunning and Magic) for 10 turns, costing 38 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Stokezeal the hardened leather armour (11 def, 12 armour) Stokezeal the hardened leather armour (11 def, 12 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +19 (+3 eff.) Armour: +12 Defense: +11 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +5 Mag / +5 Wil / +3 Cun Changes resistances: +32% lightning / +3% fire / +12% blight Changes damage: +6% blight / +6% fire Mental save: +15 (+2 eff.) Spellpower: +18 (+4 eff.) Spell crit. chance: +6% Mindpower: +14 (+3 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
drakeskin leather armour 'Tempestpython' (24 def, 10 armour) drakeskin leather armour 'Tempestpython' (24 def, 10 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +10 Defense: +24 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 acid / 13 fire / 11 cold / 13 lightning Changes resistances: +13% acid / +9% darkness / +17% fire / +12% cold / +11% lightning Changes damage: +9% lightning Confusion immunity: +10% Knockback immunity: +30% Stamina each turn: +1.40 Maximum life: +60.00 Chance to avoid any damage: +12% It can be used to activate talent Second Wind, placing all other charms into a 27 cooldown : Effective talent level: 6.5 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 61% of your stamina. A suit of armour made of leather. |
rough leather armour 'Ragehor' (1 def, 4 armour) rough leather armour 'Ragehor' (1 def, 4 armour)Requires: - Strength 10 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 6 acid / 11 physical / 7 cold / 7 lightning / 7 fire Changes stats: +2 Str / +2 Mag / +3 Wil Changes resistances: +12% acid / +13% cold / +6% fire / +6% mind / +7% lightning Changes damage: +12% mind Allows you to breathe in: water Mental save: +11 (+2 eff.) Mindpower: +4 (+1 eff.) A suit of armour made of leather. |
7 black pearl 7 black pearl0.00 Encumbrance. Type: gem / black ; 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 Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
891 alchemist agate 891 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 diamond 14 diamond0.00 Encumbrance. Type: gem / blue ; 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% 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: 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% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; 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% Gems can be sold for money or used in arcane rituals. |
14 emerald 14 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
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 6 (based on Magic) detrimental mental effects, costing 30 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Teardrop of the Elder Treant Teardrop of the Elder Treant0.00 Encumbrance. [Unique] Type: misc / misc When carried: Life regen: +1.00 Maximum life: +50.00 Healing mod.: +10% This marvellous green gem conserves great natural powers. For centuries, it had been kept safe by the Covenant of Winterhill. |
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. |
57 alchemist bloodstone 57 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 152 power out of 297/400. 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. |
9 enormous geode 9 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
kunzite kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
10 tanzanite 10 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
2 amber 2 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: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 fire opal0.00 Encumbrance. Type: gem / yellow ; 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 50 bright light damage 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Yo the Superhuman Rogue level 82
54th Haze 123rd year of Ascendancy at 13:29 see stats
By Yo the Superhuman Rogue level 33
9th Regrowth 123rd year of Ascendancy at 16:08 see stats
By Yo the Superhuman Rogue level 82
52nd Haze 123rd year of Ascendancy at 18:40 see stats
By Yo the Superhuman Rogue level 66
72nd Dusk 123rd year of Ascendancy at 09:18 see stats
By Yo the Superhuman Rogue level 92
79th Haze 123rd year of Ascendancy at 11:00 see stats
By Yo the Superhuman Rogue level 100
30th Regrowth 124th year of Ascendancy at 01:14 see stats
By Yo the Superhuman Rogue level 100
59th Pyre 124th year of Ascendancy at 22:41 see stats
By Yo the Superhuman Rogue level 87
76th Haze 123rd year of Ascendancy at 09:26 see stats
By Yo the Superhuman Rogue level 23
64th Haze 122nd year of Ascendancy at 19:01 see stats
By Yo the Superhuman Rogue level 100
61st Regrowth 124th year of Ascendancy at 23:28 see stats
By Yo the Superhuman Rogue level 18
39th Haze 122nd year of Ascendancy at 03:24 see stats
By Yo the Superhuman Rogue level 99
27th Regrowth 124th year of Ascendancy at 00:05 see stats
By Yo the Superhuman Rogue level 85
63rd Haze 123rd year of Ascendancy at 02:10 see stats
By Yo the Superhuman Rogue level 43
4th Pyre 123rd year of Ascendancy at 03:16 see stats
By Yo the Superhuman Rogue level 62
59th Dusk 123rd year of Ascendancy at 22:50 see stats
By Yo the Superhuman Rogue level 100
75th Pyre 124th year of Ascendancy at 03:41 see stats
By Yo the Superhuman Rogue level 29
4th Regrowth 123rd year of Ascendancy at 14:36 see stats
By Yo the Superhuman Rogue level 29
5th Regrowth 123rd year of Ascendancy at 06:49 see stats
By Yo the Superhuman Rogue level 23
64th Haze 122nd year of Ascendancy at 14:48 see stats
By Yo the Superhuman Rogue level 100
67th Pyre 124th year of Ascendancy at 22:20 see stats
By Yo the Superhuman Rogue level 97
24th Regrowth 124th year of Ascendancy at 07:34 see stats
By Yo the Superhuman Rogue level 100
1st Time of Balance 124th year of Ascendancy at 00:43 see stats
By Yo the Superhuman Rogue level 80
50th Haze 123rd year of Ascendancy at 07:44 see stats
By Yo the Superhuman Rogue level 33
9th Regrowth 123rd year of Ascendancy at 15:53 see stats
By Yo the Superhuman Rogue level 100
30th Regrowth 124th year of Ascendancy at 02:00 see stats
By Yo the Superhuman Rogue level 10
76th Pyre 122nd year of Ascendancy at 15:45 see stats
By Yo the Superhuman Rogue level 20
44th Haze 122nd year of Ascendancy at 04:36 see stats
By Yo the Superhuman Rogue level 30
5th Regrowth 123rd year of Ascendancy at 06:49 see stats
By Yo the Superhuman Rogue level 40
77th Regrowth 123rd year of Ascendancy at 18:56 see stats
By Yo the Superhuman Rogue level 50
4th Flare 123rd year of Ascendancy at 12:27 see stats
By Yo the Superhuman Rogue level 66
69th Dusk 123rd year of Ascendancy at 08:49 see stats
By Yo the Superhuman Rogue level 100
3rd Pyre 124th year of Ascendancy at 11:06 see stats
By Yo the Superhuman Rogue level 51
5th Flare 123rd year of Ascendancy at 06:21 see stats
By Yo the Superhuman Rogue level 15
1st Flare 122nd year of Ascendancy at 06:20 see stats
By Yo the Superhuman Rogue level 100
65th Regrowth 124th year of Ascendancy at 07:37 see stats
By Yo the Superhuman Rogue level 46
30th Pyre 123rd year of Ascendancy at 21:08 see stats
By Yo the Superhuman Rogue level 30
8th Regrowth 123rd year of Ascendancy at 01:34 see stats
By Yo the Superhuman Rogue level 24
66th Haze 122nd year of Ascendancy at 00:05 see stats
By Yo the Superhuman Rogue level 86
63rd Haze 123rd year of Ascendancy at 07:29 see stats
By Yo the Superhuman Rogue level 100
75th Pyre 124th year of Ascendancy at 03:41 see stats
By Yo the Superhuman Rogue level 11
78th Pyre 122nd year of Ascendancy at 04:43 see stats
By Yo the Superhuman Rogue level 33
9th Regrowth 123rd year of Ascendancy at 16:08 see stats
By Yo the Superhuman Rogue level 19
44th Haze 122nd year of Ascendancy at 04:36 see stats
By Yo the Superhuman Rogue level 100
75th Pyre 124th year of Ascendancy at 03:41 see stats
By Yo the Superhuman Rogue level 36
19th Regrowth 123rd year of Ascendancy at 08:13 see stats
By Yo the Superhuman Rogue level 18
64th Dusk 122nd year of Ascendancy at 22:51 see stats
By Yo the Superhuman Rogue level 100
41st Pyre 124th year of Ascendancy at 14:36 see stats
By Yo the Superhuman Rogue level 28
6th Allure 123rd year of Ascendancy at 07:03 see stats
By Yo the Superhuman Rogue level 17
56th Dusk 122nd year of Ascendancy at 17:38 see stats
By Yo the Superhuman Rogue level 81
52nd Haze 123rd year of Ascendancy at 04:43 see stats
Log
Space around you starts to dissolve...
Resting starts...
Talent Infusion: Healing is ready to use.
You are yanked out of this place!
Rested for 83 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Yo uses Infusion: Healing.
Yo receives 1121 healing from Infusion: Healing.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Ran for 2 turns (stop reason: interesting character).
Yo deactivates Momentum.
Yo deactivates Numbing Poison.
Yo deactivates Trained Reactions.
Yo deactivates Precision.
Yo deactivates Chant of Resistance.
Yo deactivates Precise Strikes.
Yo deactivates Vulnerability Poison.
Yo deactivates Exploit Weakness.
Yo deactivates Lacerating Strikes.