Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 1179% |
| Size | medium |
| Lifes / Deaths | Killed by Emuma the copperhead snake at level 16 on the 19th Haze 122nd year of Ascendancy at 12:24 1 / 6Killed by Poruminor the sand-drake at level 17 on the 29th Haze 122nd year of Ascendancy at 03:37 Killed by skeleton warrior at level 23 on the 55th Haze 122nd year of Ascendancy at 20:25 Killed by skeleton warrior at level 27 on the 63rd Haze 122nd year of Ascendancy at 10:37 Killed by Xanrio the shalore at level 50 on the 79th Haze 123rd year of Ascendancy at 21:56 Killed by champion of Urh'Rok at level 50 on the 4th Decay 123rd year of Ascendancy at 18:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 166 (base 61) |
| Dexterity | 70 (base 17) |
| Constitution | 90 (base 60) |
| Magic | 27 (base 13) |
| Willpower | 118 (base 60) |
| Cunning | 103 (base 38) |
Resources
| Life | 1741/1741 |
| Hate | 46/100 |
| Equilibrium | 45 |
| Healing Factor | 0.92221952777929 |
| Regeneration | 4.7494305680633 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +152.35274529828% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 382 |
| Accuracy | 84 |
| Crit Chance | 40% |
| APR | 46 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 5.875 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 86.56 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Mind | +26% |
| All | +7% |
| Physical | +28% |
| Fire | +13% |
| Nature | +28% |
Offense: Damage Penetration
| Arcane | +20% |
| Light | +5% |
| Mind | +34% |
Defense: Base
| Armour (hardiness) | 77.8 (100%) |
| Defense | 33.5 |
| Ranged Defense | 42.333333333333 |
| Fatigue | 0 |
| Physical Save | 68.80625 |
| Spell Save | 54.125 |
| Mental Save | 78.74375 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 80%( 80%) |
| Arcane | + 38%( 70%) |
| Mind | + 67%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 54%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 31%( 70%) |
| Lightning | + 22%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 17% |
| Blind Resistance | 5% |
| Disarm Resistance | 20% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 78% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 23% for 6 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 741 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 111). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 222) for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 865 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 578 life. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.20 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Gloom | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Wild Growth |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +3 Magic, +3 Willpower, +0 Cunning, +1 Constitution) Mimic |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 65 / 645 kills, Damage: +14% / +33%, Attack: +2 / +6, Stun: -- / 3.4%, Outmaneuver: 8.8% / 22.0% Predator |
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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by naga myrmidon. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution 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. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 851. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed green worm. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed storm wyrm claw. * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
| On head | Torchmistress the voratun helm (0 def, 5 armour) Torchmistress the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 Armour: +5 Fatigue: +5% Changes stats: +24 Str / +10 Wil / +5 Con Damage when the wearer is hit: 4 fire Changes resistances: +9% nature / +15% blight / +3% light / +3% mind / +3% temporal Changes damage: +9% mind / +6% fire Mental save: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 nature slow Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Iveda the Growthwrecker Iveda the GrowthwreckerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 arcane Changes resistances: +3% nature Changes resistances penetration: +20% arcane Changes damage: +6% nature Disarm immunity: +20% Pinning immunity: +42% Stun/Freeze immunity: +35% Knockback immunity: +28% Life regen: +4.90 Maximum life: +132.00 Healing mod.: +19% Rings can have magical properties. |
| On fingers | Radiancespire RadiancespireInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Physical power: +12 Changes stats: +7 Str / +7 Dex / +8 Con Damage when the wearer hits(melee): 2 darkness Damage when the wearer is hit: 12 temporal Changes resistances: +10% nature / +6% darkness / +3% light Changes resistances penetration: +5% light Changes damage: +3% light Physical save: +17 Poison immunity: +17% Disease immunity: +23% Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 42 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 nature slow / +50 acid When wielded/worn: Changes stats: +6 Str / +6 Wil Changes damage: +15% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | voratun gauntlets 'Issorasus' (0 def, 17 armour) voratun gauntlets 'Issorasus' (0 def, 17 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 Armour: +17 Changes stats: +2 Str / +5 Dex / +3 Cun Changes resistances: +15% darkness Changes resistances penetration: +5% mind Mental save: +13 Blindness immunity: +5% Maximum life: +70.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 gloom Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2.5 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 20 Armour, 29 Defense and your attacks will gain 51% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Islyldawen the Blazewing (3 def, 0 armour) Islyldawen the Blazewing (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +20 Defense: +3 Changes stats: +6 Str / +18 Dex / +6 Wil / +18 Cun / +6 Con Damage when the wearer hits(melee): 4 mind / 4 lightning Changes resistances: +12% acid / +6% light Talent mastery: +0.40 Technique / Combat training Spell save: -30 Stamina each turn: +1.50 Mana each turn: -0.60 Mindpower: +8 Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +40 Life regen bonus (wilder-summons): +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Singerot the voratun amulet Singerot the voratun amuletInfused 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 Changes stats: +7 Cun / +8 Str Damage when the wearer hits(melee): 2 fire Changes resistances: +9% temporal / +6% blight Changes resistances penetration: +29% mind Changes damage: +10% mind / +9% physical Physical save: +19 Spell save: +25 Mental save: +25 Stamina when hit: +2.20 Mana when hit: +3.30 Equilibrium when hit: +2.20 Psi when hit: +2.20 Hate when hit: +0.20 Combat speed: +10% It can be used to forces nearby enemies to attack you (rad 15), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 445) healing infusion of the titan (heal 445)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 445 life. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+19 for 8 turns, die at -699) heroism infusion of the titan (+19 for 8 turns, die at -699)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 8 turns. Also while Heroism is active, you will only die when reaching -699 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (58 nature damage, 49% healing reduction) insidious poison infusion (58 nature damage, 49% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 58.15 nature damage per turns for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
insidious poison infusion of the sneak (74 nature damage, 47% healing reduction) insidious poison infusion of the sneak (74 nature damage, 47% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 74.06 nature damage per turns for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning 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 (1064% speed; 6 turns) movement infusion (1064% speed; 6 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1064% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1263% speed; 6 turns) movement infusion of the warrior (1263% speed; 6 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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1263% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 26%; cure mental, magical) wild infusion (resist 26%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 26% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure mental, physical) wild infusion (resist 18%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 18% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 27%; cure magical, mental) wild infusion of the duelist (resist 27%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 27% for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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 |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 4/48) : Effective talent level: 4.0 Power cost: 10 out of 4/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 388.79 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Rhusarab the Skyusher Rhusarab the SkyusherCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +8 Dex / +8 Wil Damage when the wearer is hit: 8 lightning Changes resistances: +9% darkness / +3% physical Talent mastery: +0.34 Cursed / Rampage Maximum life: +20.00 Maximum stamina: +15.00 Healing mod.: +15% Amulets can have magical properties. |
cleansing gold amulet cleansing gold amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +16% blight Poison immunity: +20% Disease immunity: +26% Amulets can have magical properties. |
enraging voratun amulet of strength (+9) enraging voratun amulet of strength (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +9 Str Changes damage: +10% physical Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Betymina' gold amulet 'Betymina'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 20 acid Changes resistances: +6% acid Changes damage: +6% acid Talent mastery: +0.28 Cursed / Slaughter Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
insulating steel amulet of dexterity (+4) insulating steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +13% fire / +10% cold Amulets can have magical properties. |
insulating steel amulet of willpower (+5) insulating steel amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +15% fire / +15% cold Amulets can have magical properties. |
insulating stralite amulet of strength (+5) insulating stralite amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +18% fire / +16% cold Amulets can have magical properties. |
serendipitous stralite amulet of cunning (+11) serendipitous stralite amulet of cunning (+11)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 Defense: +10 Changes stats: +11 Lck / +6 Cun Amulets can have magical properties. |
stabilizing gold amulet of strength (+5) stabilizing gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% temporal Pinning immunity: +29% Knockback immunity: +26% Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% darkness / +10% light Blindness immunity: +21% Amulets can have magical properties. |
stralite amulet 'Boltbreaker' stralite amulet 'Boltbreaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +6.0% Changes resistances: +9% blight Changes resistances penetration: +10% lightning Changes damage: +3% blight Critical mult.: +17.00% Amulets can have magical properties. |
vitalizing stralite amulet vitalizing stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +10 Life regen: +0.70 Maximum life: +46.00 Amulets can have magical properties. |
vitalizing voratun amulet of strength (+7) vitalizing voratun amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Con Physical save: +12 Life regen: +1.80 Maximum life: +58.00 Amulets can have magical properties. |
vitalizing voratun amulet of vision vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Con Physical save: +19 Blindness immunity: +16% Life regen: +2.10 Maximum life: +56.00 Infravision radius: +4 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
wanderer's voratun amulet of vision wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +3 Dex / +8 Cun / +4 Con Blindness immunity: +23% Life regen: +0.80 Stamina each turn: +0.80 Infravision radius: +6 Sight radius: +2 See invisible: +11 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Dagygen DagygenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +9% cold / +6% acid / +6% light Mental save: +12 Confusion immunity: +40% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 54 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Rhurak the voratun ring Rhurak the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Dex / +2 Wil Changes resistances: +12% darkness / +3% cold Physical save: +15 Spell save: +17 Mental save: +15 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
gladiator's stralite ring of perseverance gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 Changes stats: +6 Str / +5 Con Stun/Freeze immunity: +33% Life regen: +1.90 Rings can have magical properties. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Damage when the wearer hits(melee): 25 bleed / 12 gloom Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
mule's gold ring of fire (+30%) mule's gold ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +30% fire Changes damage: +15% fire Maximum encumbrance: +28 Rings can have magical properties. |
mule's voratun ring of tenacity mule's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +29 Disarm immunity: +22% Pinning immunity: +49% Knockback immunity: +45% Maximum life: +50.00 Rings can have magical properties. |
painweaver's voratun ring of lightning (+24%) painweaver's voratun ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes resistances: +24% lightning Changes damage: +12% lightning / +7% all Spellpower: +18 Mindpower: +12 Rings can have magical properties. |
rogue's steel ring of nature (+22%) rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
savage's stralite ring of focus savage's stralite ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +10% physical Spell save: +14 Maximum stamina: +14.00 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 48% chance to deal another, similar, blow for 8 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
savage's stralite ring of life savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +14 Life regen: +1.20 Maximum life: +80.00 Maximum stamina: +23.00 Healing mod.: +17% Rings can have magical properties. |
savage's voratun ring of speed savage's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +10 Changes stats: +3 Con Spell save: +16 Maximum stamina: +19.00 Movement speed: +12% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 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 31% for 5 turns. Rings can have magical properties. |
sneakthief's copper ring of fire (+22%) sneakthief's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +5 Cun / +5 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 Changes stats: +8 Cun / +6 Dex Rings can have magical properties. |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +6 Cun / +8 Dex Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +10 Rings can have magical properties. |
stralite ring 'Searbringer' stralite ring 'Searbringer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 Changes stats: +1 Mag / +8 Cun / +2 Con Grants telepathy: Dragon Rings can have magical properties. |
stralite ring 'Starspitter' stralite ring 'Starspitter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer is hit: 12 blight Changes resistances: +3% blight / +6% light Changes resistances penetration: +10% light Changes damage: +3% light / +3% blight Stun/Freeze immunity: +33% Life regen: +3.00 Rings can have magical properties. |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun Damage when the wearer hits(melee): 27 bleed / 14 gloom Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
treant's gold ring of fire (+7%) treant's gold ring of fire (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +24% fire Changes damage: +12% fire Physical save: +12 Poison immunity: +13% Disease immunity: +11% Rings can have magical properties. |
treant's stralite ring of frost (+8%) treant's stralite ring of frost (+8%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% nature / +28% cold Changes damage: +14% cold Physical save: +14 Poison immunity: +14% Disease immunity: +17% Rings can have magical properties. |
voratun ring 'Bleakwreck' voratun ring 'Bleakwreck'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +8 Str Damage when the wearer is hit: 12 darkness / 20 temporal Changes resistances: +9% darkness Changes damage: +3% temporal Rings can have magical properties. |
Sulfurbearer (64.5-96.75 power, 4 apr) Sulfurbearer (64.5-96.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 50% nature When wielded/worn: Armour penetration: +34 Physical crit. chance: +18.0% Changes resistances: +5% arcane / +3% lightning / +3% temporal Changes resistances penetration: +23% physical Changes damage: +32% physical Massive two-handed maul. |
quick stralite greatmaul of disruption (52.5-78.75 power, 3 apr) quick stralite greatmaul of disruption (52.5-78.75 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% Special effect when this weapon hits: disrupts spell-casting Damage against: +6% Undead / +6% Construct When wielded/worn: Accuracy: +6 Changes stats: +6 Dex Massive two-handed maul. |
warbringer's stralite greatsword of massacre (61.5-98.4 power, 3 apr) warbringer's stralite greatsword of massacre (61.5-98.4 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +10 Changes stats: +4 Con Changes resistances penetration: +6% physical Disarm immunity: +25% Massive two-handed swords. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: Attempt to devour a low HP enemy, striking again and possibly killing instantly. Special effect when this weapon kills: Enter a Rampage(Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20% (Shared 30 turn cooldown) Current Cooldown: 30 "Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took up to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time.". |
voratun longsword 'Darkobeisance' (57.5-80.5 power, 6 apr) voratun longsword 'Darkobeisance' (57.5-80.5 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +4 darkness Damage against: +15% Undead / +5% Demon When wielded/worn: Accuracy: +4 Armour penetration: +14 Physical crit. chance: +14.0% Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +20% physical / +15% mind / +13% darkness / +5% temporal Critical mult.: +20.00% Sharp, long, and deadly. |
voratun longsword 'Issegahek' (52.5-73.5 power, 6 apr) voratun longsword 'Issegahek' (52.5-73.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 36% lightning When wielded/worn: Armour: +4 Changes stats: +2 Str / +2 Dex / +3 Mag / +8 Wil / +6 Cun / +4 Con Changes resistances: +3% fire Changes resistances penetration: +9% lightning Physical save: +9 Mindpower: +14 Sharp, long, and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical power: +10 Changes stats: +3 Cun / +6 Wil Damage when the wearer hits(melee): 30 dreamforge Changes resistances: +5% physical / +15% fire / +5% mind Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% fire / +10% mind Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +14 Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 52.26 mind damage, 46.87 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.70 mind and 4.21 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% fire / 18% cold / 18% lightning / 18% acid When wielded/worn: Changes resistances: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Changes damage: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 345.22 acid damage. Enemies caught in the acid have a 25% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 Mindpower: +12 Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10.0 Travel Speed: 800% of base Description: Spit slime at your target doing 123.56 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 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 tarnishment. 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." |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Zubivena ZubivenaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Wil Critical mult.: +10.00% Mental save: +11 Hate when firing a critical mind attack: +1.00 Maximum life: +72.00 Life regen bonus (wilder-summons): +1.00 A belt that goes around your waist. |
balancing hardened leather belt of burglary balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +7 Dex / +8 Cun / +7 Lck Trap disarming bonus: +5 Stealth bonus: +5 Mental crit. chance: +7% Infravision radius: +3 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +5 Str / +5 Dex / +5 Cun / +4 Con / +7 Lck Trap disarming bonus: +12 Stealth bonus: +5 Physical save: +10 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
monstrous hardened leather belt of transcendence monstrous hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +4 Str / +4 Con Physical save: +16 Mindpower: +5 Size category: +1 A belt that goes around your waist. |
reinforced drakeskin leather belt of burglary reinforced drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +10 Changes stats: +5 Dex / +6 Cun / +9 Lck Trap disarming bonus: +9 Stealth bonus: +10 Physical save: +13 Infravision radius: +5 A belt that goes around your waist. |
Glorema the cashmere cloak (10 def, 0 armour) Glorema the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Grants telepathy: Demon/Minor Demon/Major Physical save: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 Changes stats: +4 Dex / +8 Wil / +6 Cun Damage when the wearer is hit: 30 mind Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.10 Cursed / Gloom +0.10 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 55 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Shadowsun the cashmere cloak (2 def, 10 armour) Shadowsun the cashmere cloak (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 12 darkness Changes resistances: +6% nature / +22% cold / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunt (2 def, 0 armour) cashmere cloak of the hunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 Defense: +2 Fatigue: -6% Maximum life: +59.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. 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 38% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of the guardian (23 def, 7 armour) enveloping elven-silk cloak of the guardian (23 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +23 Physical save: +24 Spell save: +19 Mental save: +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of the hunt (3 def, 0 armour) resilient elven-silk cloak of the hunt (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Defense: +3 Fatigue: -7% Maximum life: +132.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. 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 23% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Changes stats: +10 Cun / +10 Wil Damage when the wearer hits(melee): 35 mind / 10 gloom Damage when the wearer is hit: 35 mind / 10 gloom Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves-his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
elven-silk robe 'Galedelerath' (5 def, 0 armour) elven-silk robe 'Galedelerath' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +1 Str / +9 Mag / +12 Wil / +8 Cun / +7 Con Changes resistances: +9% fire Changes damage: +20% nature Physical save: +20 Spell save: +18 Mental save: +36 Life regen: +8.30 Mana each turn: +0.31 Psi each turn: +0.40 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormlord's silk robe of life (3 def, 0 armour) stormlord's silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% cold / +12% lightning / +13% blight Changes damage: +9% physical / +12% cold / +11% lightning Life regen: +3.10 Maximum life: +54.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chalamatir (0 def, 4 armour) Chalamatir (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Changes resistances: +15% fire Critical mult.: +5.00% Maximum encumbrance: +38 Physical save: +11 Spell save: +9 Psi each turn: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cobraswift the pair of voratun boots (0 def, 5 armour) Cobraswift the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +3 Dex / +3 Cun / +7 Con Damage when the wearer hits(melee): 4 nature Changes resistances: +3% fire / +6% nature / +6% blight Changes resistances penetration: +15% fire Changes damage: +3% nature / +3% blight It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of voratun boots of strife (0 def, 5 armour) invigorating pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Changes stats: +3 Con / +4 Wil Changes resistances penetration: +7% physical Stamina each turn: +0.60 Maximum life: +45.00 Mindpower: +6 Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Arcwell' (0 def, 3 armour) pair of hardened leather boots 'Arcwell' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +3 Cun / +4 Con Damage when the wearer is hit: 4 arcane Changes resistances: +6% lightning / +5% arcane Changes damage: +6% lightning Maximum encumbrance: +26 Physical save: +23 Mental save: +16 Life regen: +3.10 Healing mod.: +16% A pair of boots made of leather. |
reinforced pair of dwarven-steel boots of evasion (11 def, 9 armour) reinforced pair of dwarven-steel boots of evasion (11 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +11 Fatigue: +3% Changes resistances: +7% fire / +7% cold / +5% lightning / +8% acid It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 25 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots (0 def, 3 armour) stealthy pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +5 Dex Stealth bonus: +8 A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of strife (0 def, 5 armour) wanderer's pair of drakeskin leather boots of strife (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil / +4 Cun / +6 Con Changes resistances penetration: +7% physical Physical save: +17 Mental save: +13 Mindpower: +6 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 41 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Kalen the dwarven-steel gauntlets (0 def, 2 armour) Kalen the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +2 Changes stats: +4 Dex Allows you to breathe in: water Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 354.37 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
archer's hardened leather gloves of strength (+3) (0 def, 2 armour) archer's hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical power: +10 Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
archer's voratun gauntlets of dexterity (+4) (0 def, 3 armour) archer's voratun gauntlets of dexterity (+4) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +26 Armour penetration: +6 Armour: +3 Changes stats: +4 Cun / +9 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of dexterity (+4) (0 def, 3 armour) brawler's voratun gauntlets of dexterity (+4) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 Armour: +3 Changes stats: +4 Str / +7 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Inflicts 217.50 mind damage and cripples the target's higher mental functions, reducing cunning by 20 and confusing (36% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
Eremidir the Noonhunt (2 def, 0 armour) Eremidir the Noonhunt (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Cun Damage when the wearer is hit: 8 light Changes resistances: +9% acid Changes resistances penetration: +15% acid Mental save: +7 A pointy cloth hat, very wizardly... |
Ravenwilter (0 def, 3 armour) Ravenwilter (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +3 Fatigue: +3% Changes stats: +14 Str / +4 Con Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 7 physical Changes resistances: +12% mind Changes resistances penetration: +5% darkness Changes damage: +6% mind It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 1138.56 physical damage. If the attack hits, the target is confused 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 cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 0 % chance to summon an orc spirit Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
drakeskin leather cap (0 def, 5 armour) drakeskin leather cap (0 def, 5 armour)2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
miner's dwarven-steel helm of dexterity (+5) (0 def, 6 armour) miner's dwarven-steel helm of dexterity (+5) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +5 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cuirass of the Thronesmen (20 def, 29 armour) Cuirass of the Thronesmen (20 def, 29 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Armour Hardiness: +10% Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Ce'Nana the dwarven-steel pickaxe (dig speed 24 turns) Ce'Nana the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +4 Str / +4 Dex Damage when the wearer hits(melee): 4 mind / 2 physical Maximum encumbrance: +30 Physical save: +6 Stamina each turn: +0.20 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cyrodatha the Noonfiend (dig speed 11 turns) Cyrodatha the Noonfiend (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 Changes stats: +3 Str / +3 Wil Changes resistances: +10% physical Changes resistances penetration: +5% arcane Changes damage: +6% light Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Velywe the dwarven-steel pickaxe (dig speed 22 turns) Velywe the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +4 Cun / +2 Str Damage when the wearer hits(melee): 4 blight Changes resistances penetration: +10% blight Changes damage: +9% blight Disarm immunity: +10% Confusion immunity: +10% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of delving (dig speed 23 turns) voratun pickaxe of delving (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +6 Str / +3 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 turquoise 11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xanabeth the alchemist's lamp Xanabeth the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Damage when the wearer hits(melee): 15 dreamforge Damage when the wearer is hit: 15 dreamforge Changes resistances: +7% mind / +7% fire Allows you to breathe in: water Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Staridol' alchemist's lamp 'Staridol'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 arcane Changes resistances: +6% light Changes damage: +6% mind Mental save: +5 Light radius: +6 See stealth: +11 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
burglar's dwarven lantern of the forge burglar's dwarven lantern of the forgeCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Cun Damage when the wearer hits(melee): 14 dreamforge Damage when the wearer is hit: 12 dreamforge Changes resistances: +9% mind / +7% fire Light radius: -6 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's dwarven lantern of the forge nightwalker's dwarven lantern of the forgeInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Changes stats: +6 Wil Damage when the wearer hits(melee): 24 dreamforge Damage when the wearer is hit: 23 dreamforge Changes resistances: +8% mind / +9% fire Critical mult.: +15.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving alchemist's lamp of clarity preserving alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Mental save: +5 Life regen: +1.10 Light radius: +3 See stealth: +8 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
12 fire opal 12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 is 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. |
Polinne [power 4] (20 cooldown) Polinne [power 4] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +4 Changes stats: +2 Dex Changes resistances penetration: +5% blight Maximum encumbrance: +30 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Rageldir the dwarven-steel torque of psychoportation [power 34] (30 cooldown) Rageldir the dwarven-steel torque of psychoportation [power 34] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Dex Damage when the wearer hits(melee): 4 physical Physical save: +3 It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 130 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Xanoda [power 109] (20 cooldown) Xanoda [power 109] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Grants telepathy: Dragon Spell save: +3 Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +2.00 Maximum vim: +20.00 Resist all after a teleport: +6% It can be used to setup a psionic shield, reducing all lightning and blight damage by 109 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 541] (10 cooldown) overpowered voratun torque of mindblast [power 541] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a beam (dam 270-541), placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of kinetic psionic shield [power 151] (20 cooldown) psionic voratun torque of kinetic psionic shield [power 151] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical and acid damage by 151 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield [power 149] (20 cooldown) voratun torque of thermal psionic shield [power 149] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire and cold damage by 149 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of kinetic psionic shield [power 147] (20 cooldown) warded voratun torque of kinetic psionic shield [power 147] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical and acid damage by 147 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of psychoportation [power 46] (30 cooldown) warded voratun torque of psychoportation [power 46] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 46), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Brightcrack [power 7] (28 cooldown) Brightcrack [power 7] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Dex / +1 Con Changes resistances: +6% light Maximum encumbrance: +30 It can be used to remove up to 7 diseases from the target, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
Gilaleg the dragonbone totem of cure poisons [power 4] (20 cooldown) Gilaleg the dragonbone totem of cure poisons [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +2 Changes stats: +2 Wil Changes resistances: +3% cold Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +3 Blindness immunity: +5% Confusion immunity: +5% Mindpower: +2 Heals friendly targets nearby when you use a nature summon: +30 Life regen bonus (wilder-summons): +3.00 It can be used to remove up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. This small tree shaped totem is imbued with powerful healing energies. |
overpowered elven-wood totem of thorny skin [power 89] (32 cooldown) overpowered elven-wood totem of thorny skin [power 89] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 6 turns increasing armour by 89 and armour hardiness by 60%, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 71] (20 cooldown) tentacled dragonbone totem of thorny skin [power 71] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 6 turns increasing armour by 71 and armour hardiness by 70%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone totem of cure poisons [power 4] (20 cooldown) warded dragonbone totem of cure poisons [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +4 nature / +3 acid / +3 light Talent granted: +1 Ward It can be used to remove up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded elven-wood totem of healing [power 160] (35 cooldown) warded elven-wood totem of healing [power 160] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +2 nature / +3 acid / +2 light Talent granted: +1 Ward It can be used to heal the target for 160, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
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 a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By branie the Cornac Cursed level 29
66th Haze 122nd year of Ascendancy at 05:18 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By branie the Cornac Cursed level 22
50th Haze 122nd year of Ascendancy at 20:03 see stats
Against all odds
Killed Ukruk in the ambush.By branie the Cornac Cursed level 28
64th Haze 122nd year of Ascendancy at 15:43 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By branie the Cornac Cursed level 30
4th Allure 123rd year of Ascendancy at 20:17 see stats
Arachnophobia
Destroyed the spydric menace.By branie the Cornac Cursed level 34
37th Regrowth 123rd year of Ascendancy at 02:23 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By branie the Cornac Cursed level 43
23rd Dusk 123rd year of Ascendancy at 08:54 see stats
Brave new world
Went to the Far East and took part in the war.By branie the Cornac Cursed level 34
33rd Regrowth 123rd year of Ascendancy at 20:29 see stats
Clone War
Destroyed your own Shade.By branie the Cornac Cursed level 48
37th Haze 123rd year of Ascendancy at 13:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By branie the Cornac Cursed level 41
61st Pyre 123rd year of Ascendancy at 17:51 see stats
Destroyer of the creation
Killed Slasul.By branie the Cornac Cursed level 36
42nd Regrowth 123rd year of Ascendancy at 23:26 see stats
Destroyer's bane
Killed Golbug the Destroyer.By branie the Cornac Cursed level 32
31st Regrowth 123rd year of Ascendancy at 02:12 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By branie the Cornac Cursed level 15
18th Haze 122nd year of Ascendancy at 17:17 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By branie the Cornac Cursed level 50
4th Decay 123rd year of Ascendancy at 21:44 see stats
Exterminator
Killed 1000 creatures.By branie the Cornac Cursed level 18
29th Haze 122nd year of Ascendancy at 06:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By branie the Cornac Cursed level 31
5th Regrowth 123rd year of Ascendancy at 12:29 see stats
Fear me not!
Survived the Fearscape!By branie the Cornac Cursed level 27
64th Haze 122nd year of Ascendancy at 04:48 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By branie the Cornac Cursed level 50
79th Haze 123rd year of Ascendancy at 18:35 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By branie the Cornac Cursed level 35
42nd Regrowth 123rd year of Ascendancy at 18:20 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By branie the Cornac Cursed level 22
50th Haze 122nd year of Ascendancy at 19:50 see stats
Level 10
Got a character to level 10.By branie the Cornac Cursed level 10
7th Flare 122nd year of Ascendancy at 04:32 see stats
Level 20
Got a character to level 20.By branie the Cornac Cursed level 20
42nd Haze 122nd year of Ascendancy at 21:06 see stats
Level 30
Got a character to level 30.By branie the Cornac Cursed level 30
77th Haze 122nd year of Ascendancy at 22:37 see stats
Level 40
Got a character to level 40.By branie the Cornac Cursed level 40
46th Pyre 123rd year of Ascendancy at 11:37 see stats
Level 50
Got a character to level 50.By branie the Cornac Cursed level 50
44th Haze 123rd year of Ascendancy at 02:49 see stats
Oozemancer
Destroyed the corrupted oozemancer.By branie the Cornac Cursed level 42
10th Dusk 123rd year of Ascendancy at 21:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By branie the Cornac Cursed level 48
26th Haze 123rd year of Ascendancy at 14:56 see stats
Pest Control
Killed 1000 reproducing vermin.By branie the Cornac Cursed level 42
11st Dusk 123rd year of Ascendancy at 21:03 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By branie the Cornac Cursed level 50
44th Haze 123rd year of Ascendancy at 06:38 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By branie the Cornac Cursed level 15
70th Dusk 122nd year of Ascendancy at 02:27 see stats
Size is everything
Did over 1500 damage in one attack.By branie the Cornac Cursed level 43
23rd Dusk 123rd year of Ascendancy at 06:42 see stats
Size matters
Did over 600 damage in one attack.By branie the Cornac Cursed level 23
55th Haze 122nd year of Ascendancy at 22:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By branie the Cornac Cursed level 33
31st Regrowth 123rd year of Ascendancy at 03:06 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By branie the Cornac Cursed level 50
4th Decay 123rd year of Ascendancy at 21:43 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By branie the Cornac Cursed level 22
50th Haze 122nd year of Ascendancy at 20:03 see stats
The Arena
Unlocked Arena mode.By branie the Cornac Cursed level 8
10th Mirth 122nd year of Ascendancy at 04:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By branie the Cornac Cursed level 22
50th Haze 122nd year of Ascendancy at 20:03 see stats
The Sun Still Shines
Aeryn survived the last battle.By branie the Cornac Cursed level 50
4th Decay 123rd year of Ascendancy at 21:44 see stats
The secret city
Discovered the truth about mages.By branie the Cornac Cursed level 8
1st Summertide 122nd year of Ascendancy at 19:40 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By branie the Cornac Cursed level 41
3rd Mirth 123rd year of Ascendancy at 22:30 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By branie the Cornac Cursed level 37
15th Pyre 123rd year of Ascendancy at 09:40 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By branie the Cornac Cursed level 30
2nd Decay 122nd year of Ascendancy at 19:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By branie the Cornac Cursed level 32
29th Regrowth 123rd year of Ascendancy at 15:16 see stats
Treasure Hunter
Amassed 1000 gold pieces.By branie the Cornac Cursed level 21
43rd Haze 122nd year of Ascendancy at 10:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By branie the Cornac Cursed level 27
64th Haze 122nd year of Ascendancy at 09:24 see stats
Log
There is an exit to the worldmap 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.
Lore found: Silk Current
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
The merchant carefully hands you: Torchmistress the voratun helm (0 def, 5 armour)
Saving done.
The spirit of Garkul fades away.
Branie wears(replacing): Torchmistress the voratun helm (0 def, 5 armour).
Branie wears(replacing): Singerot the voratun amulet.
Branie wears(replacing): Steel Helm of Garkul (0 def, 6 armour).
Branie wears(replacing): Garkul's Teeth.
As you wear both Garkul's heirlooms you can feel the mighty warrior's spirit flowing through you.
The spirit of Garkul fades away.
Branie wears(replacing): Singerot the voratun amulet.
Branie wears(replacing): Torchmistress the voratun helm (0 def, 5 armour).
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
