Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3QuickTome: Sight Overhaul 1.4.8 No Achievement Pop-ups 1.3.1This addon removes the pop-up window that appears when an achievement is gained. It also provides the option to disable announcing your own achievements in chat. CompatibilityThis addon superloads and OVERWRITES the following functions: This addon superloads the following functions non-intrusively: This addon uses the GameOptions:generateList hook to provide a new option. Weight: 39438 Changelog1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Additional Randart Properties 1.4.9 QuickTome: Zone Overhaul 1.4.9 QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Plenum Tooltip: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. QuickTome: Remove Stat Requirements 1.4.8 Square Field of Vision 1.3.1 Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Resource Tweaks 1.3.1 Replace Swift Hands 1.3.1 No Item Decay 1.3.1 Half-Cost Category Mastery 1.3.1 QuickTome: Melinda Tweaks 1.3.1 QuickTome: Item Tweaks 1.4.8 QuickTome: Arena Skip 1.3.1 QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release QuickTome: Creature Changes 1.3.1 QuickTome: Remove Traps 1.3.1 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 50 / 1101% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 129 (base 65) |
| Dexterity | 90 (base 65) |
| Constitution | 48 (base 14) |
| Magic | 21 (base 10) |
| Willpower | 84 (base 60) |
| Cunning | 70 (base 30) |
Resources
| Life | 1475/1475 |
| Stamina | 412/412 |
| Equilibrium | 45 |
| Healing Factor | 1.92 |
| Regeneration | 28.495975456311 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +3.5527136788005E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
Offense: Mainhand
| Damage | 213 |
| Accuracy | 92 |
| Crit Chance | 69% |
| APR | 23 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 148.61143588214 (100%) |
| Defense | 60 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 81 |
| Spell Save | 56 |
| Mental Save | 54 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Blind Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 571 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 7 turns. While Heroism is active, you will only die when reaching -643 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 329 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% 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. |
Class Talents
| Technique / Combat techniques | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Wild Growth |
| talent | Precise Strikes |
| talent | Antimagic Shield |
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 |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You have visited the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You elected not to visit the Scintillating Caves. * You have visited the Trollmire. | 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 again | active |
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 |
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 Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
New evils have taken up residence in the tower of Dreadfell - on all five of its levels. Return of Dread* You have vanquished Aluin on level 5. * You have vanquished the Corrupted Sand Wyrm on level 2. * You have vanquished Kor's Fury on level 4. * You have vanquished Lithfengel on level 4. * You have vanquished Massok on level 3. * You have vanquished Nimisil on level 1. * You have vanquished Pale Drake on level 5. * You have vanquished Snaproot on level 2. * You have vanquished the Spellblaze Simulacrum on level 3. | 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 1422. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of hardened leather boots (0 def, 3 armour) restorative pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Life regen: +3.20 Healing mod.: +17% A pair of boots made of leather. Press to compare |
| Light source | Armusta the Scaldnaught Armusta the ScaldnaughtCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 fire Changes stats: +18 Cun Changes resistances penetration: +5% fire Changes damage: +9% fire Physical save: +17 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+6 eff.) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
| On head | Deepsravage the drakeskin leather cap (0 def, 5 armour) Deepsravage the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +14 Lck / +4 Con Changes resistances: +13% lightning / +15% temporal / +3% darkness Changes resistances penetration: +5% darkness / +15% blight Changes damage: +3% darkness Physical save: +13 (+2 eff.) Mental save: +15 (+5 eff.) Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 Spell crit. chance: +8% Mental crit. chance: +8% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 165.85 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. Press to compare |
| 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: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), 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. Press to compare |
| On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +1.30 Maximum life: +79.00 Healing mod.: +25% Rings can have magical properties. Press to compare |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Press to compare |
| Around neck | grounding voratun amulet of perfection (0.40 Cunning / Dirty fighting,0.40 Technique / Combat techniques) grounding voratun amulet of perfection (0.40 Cunning / Dirty fighting,0.40 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% lightning Talent masteries: +0.40 Cunning / Dirty fighting +0.40 Technique / Combat techniques Stun/Freeze immunity: +50% Amulets can have magical properties. Press to compare |
| In main hand | Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x 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 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. Press to compare |
| Around waist | 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
| In off hand | voratun shield 'Dourstreak' (12 def, 15 armour, 100% power, 302 block) voratun shield 'Dourstreak' (12 def, 15 armour, 100% power, 302 block)Requires: - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +302 Damage (Melee): +12 acid / +29 cold Burst (radius 1) on hit: +8 acid When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 30% chance to reduce powers by 20% * 35 arcane resource burn Damage when hit (Melee): 20 ice Changes stats: +6 Wil / +7 Con Changes resistances: +20% acid / +50% cold / +20% nature Changes resistances penetration: +10% darkness Changes damage: +9% fire Talent granted: +5 Block Spell save: +9 (+3 eff.) Talent on hit(nature): Acidbeam (5% chance level 2). Handheld deflection devices. Press to compare |
| Cloak | restorative elven-silk cloak of the hunter (3 def, 0 armour) restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes resistances: +18% nature / +12% blight Life regen: +2.40 Maximum life: +95.00 Maximum stamina: +20.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. Press to compare |
Inventory
healing infusion of the sneak (heal 233) healing infusion of the sneak (heal 233)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 and cleanse 1 wound and poison 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. Press to compare |
regeneration infusion of the sneak (heal 603 over 5 turns) regeneration infusion of the sneak (heal 603 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 603 life over 5 turns. 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. Press to compare |
Miresorrow MiresorrowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 nature / 12 fire Changes stats: +10 Str / +10 Dex / +9 Wil / +10 Con Changes resistances: +30% lightning / +9% blight Confusion immunity: +10% Stun/Freeze immunity: +48% Knockback immunity: +10% Life regen: +4.10 Maximum life: +60.00 Amulets can have magical properties. Press to compare |
Porelewen the Blastshine Porelewen the BlastshineInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes stats: +12 Cun Changes resistances penetration: +10% lightning Changes damage: +9% lightning Amulets can have magical properties. Press to compare |
enraging voratun amulet of cunning (+10) enraging voratun amulet of cunning (+10)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +10 Cun Changes damage: +9% physical Combat speed: +10% Amulets can have magical properties. Press to compare |
grounding gold amulet of mastery (0.19 Wild-gift / Harmony) grounding gold amulet of mastery (0.19 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.19 Wild-gift / Harmony Stun/Freeze immunity: +31% Amulets can have magical properties. Press to compare |
insulating voratun amulet of cunning (+10) insulating voratun amulet of cunning (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +22% fire / +27% cold Amulets can have magical properties. Press to compare |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Critical mult.: +14.00% Amulets can have magical properties. Press to compare |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. Press to compare |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) 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 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 33 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. Press to compare |
sneakthief's stralite ring of tenacity sneakthief's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +5 Dex Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +32% Maximum life: +27.00 Rings can have magical properties. Press to compare |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +7 Wil Life regen: +1.30 Maximum life: +77.00 Mindpower: +8 (+3 eff.) Healing mod.: +21% Rings can have magical properties. Press to compare |
stralite ring 'Ce'Neth' stralite ring 'Ce'Neth'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +3% mind / +36% cold Changes damage: +18% cold Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Silence immunity: +10% Pinning immunity: +15% Rings can have magical properties. Press to compare |
titan's stralite ring of life titan's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+2 eff.) Life regen: +1.40 Maximum life: +86.00 Healing mod.: +21% Rings can have magical properties. Press to compare |
Butcher (159% power, 12 apr) Butcher (159% power, 12 apr)Requires: Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 159% Range: 1.4x 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% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." Press to compare |
Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)Requires: Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +20.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +28.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. Press to compare |
Thunderfall (161% power, 6 apr) Thunderfall (161% power, 6 apr)Requires: Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. Press to compare |
Ureslak's Femur (164% power, 5 apr) Ureslak's Femur (164% power, 5 apr)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. Press to compare |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, 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 tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +9 Dex / +8 Cun / +7 Lck Trap disarming bonus: +25 Stealth bonus: +11 Mental crit. chance: +10% A belt that goes around your waist. Press to compare |
murderer's cashmere cloak of Eldoral (2 def, 0 armour) murderer's cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
wyrmwaxed cashmere cloak of the guardian (11 def, 5 armour) wyrmwaxed cashmere cloak of the guardian (11 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +11 (+3 eff.) Changes resistances: +7% acid / +5% fire / +7% lightning / +7% cold Physical save: +19 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
dreamer's pair of voratun boots of invasion (0 def, 5 armour) dreamer's pair of voratun boots of invasion (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +13% physical Physical save: +13 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +13 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
undeterred pair of drakeskin leather boots (0 def, 5 armour) undeterred pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +50% A pair of boots made of leather. Press to compare |
undeterred pair of voratun boots of speed (0 def, 5 armour) undeterred pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +37% Confusion immunity: +41% Stun/Freeze immunity: +48% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
brawler's drakeskin leather gloves of archery (0 def, 3 armour) brawler's drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Armour: +3 Changes stats: +4 Str / +11 Dex / +11 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +13 Physical crit. chance: +14.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
naturalist's hardened leather gloves of war-making (0 def, 2 armour) naturalist's hardened leather gloves of war-making (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Damage (Melee): 8 nature Changes resistances: +7% nature Changes damage: +5% nature Critical mult.: +7.00% Spell crit. chance: +9% Mental crit. chance: +6% When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Burst (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. Press to compare |
Jetrune the drakeskin leather cap (0 def, 5 armour) Jetrune the drakeskin leather cap (0 def, 5 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 44% Changes resistances: +6% acid / +6% light / +14% blight / +9% fire / +3% arcane / +15% nature Changes resistances penetration: +5% darkness A cap made of leather. Press to compare |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." Press to compare |
Pitchpeal (0 def, 4 armour) Pitchpeal (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 fire Changes stats: +10 Str / +7 Dex / +3 Wil Changes resistances: +7% blight Changes resistances penetration: +25% darkness Mental save: +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
elven-silk wizard hat 'Yvovea' (3 def, 6 armour) elven-silk wizard hat 'Yvovea' (3 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes resistances: +1% physical / +42% fire / +14% mind / +13% cold Changes damage: +14% mind / +19% fire Physical save: +7 (+1 eff.) Mental save: +12 (+4 eff.) Poison immunity: +10% Disease immunity: +10% Silence immunity: +15% Maximum psi: +23.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... Press to compare |
leafwalker's dwarven-steel helm of fortune (0 def, 4 armour) leafwalker's dwarven-steel helm of fortune (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes stats: +10 Lck Changes resistances: +11% nature Spell save: +4 (+1 eff.) Maximum life: +60.00 Spell crit. chance: +5% Mental crit. chance: +4% Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
leafwalker's dwarven-steel helm of strength (+4) (0 def, 4 armour) leafwalker's dwarven-steel helm of strength (+4) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +7% nature Spell save: +3 (+1 eff.) Maximum life: +61.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
leafwalker's voratun helm of trickery (0 def, 5 armour) leafwalker's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +10% nature Spell save: +9 (+3 eff.) Maximum life: +72.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 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 13 Armour, 19 Defense and your attacks will gain 42% 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. Press to compare |
fortifying voratun plate armour of the dragon (9 def, 16 armour) fortifying voratun plate armour of the dragon (9 def, 16 armour)Requires: - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +10 Str / +9 Con Changes resistances: +8% acid / +10% physical / +8% fire / +9% lightning / +10% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +31% Knockback immunity: +27% Maximum life: +36.00 A suit of armour made of metal plates. Press to compare |
impenetrable voratun plate armour of the dragon (9 def, 28 armour) impenetrable voratun plate armour of the dragon (9 def, 28 armour)Requires: - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +28 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +5 Con Changes resistances: +9% acid / +13% physical / +10% fire / +9% lightning / +12% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +33% Stun/Freeze immunity: +21% Knockback immunity: +33% A suit of armour made of metal plates. Press to compare |
Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block) Fire Dragon Shield (16 def, 9 armour, 100% power, 220 block)Requires: - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. Press to compare |
Sanguine Shield (14 def, 4 armour, 100% power, 220 block) Sanguine Shield (14 def, 4 armour, 100% power, 220 block)Requires: - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+3 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. Press to compare |
dwarven-steel shield 'Mirenigh' (8 def, 2 armour, 100% power, 74 block) dwarven-steel shield 'Mirenigh' (8 def, 2 armour, 100% power, 74 block)Requires: - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 On weapon hit: * 20% chance to daze On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 nature Burst (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 lightning / 7 fire Damage when hit (Melee): 19 lightning / 12 fire Changes resistances: +9% mind Changes damage: +3% nature Talent granted: +3 Block Handheld deflection devices. Press to compare |
living voratun shield (12 def, 3 armour, 100% power, 216 block) living voratun shield (12 def, 3 armour, 100% power, 216 block)Requires: - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +216 Damage (Melee): +15 nature When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 15 nature Changes resistances: +15% nature / +12% blight Talent granted: +5 Block Maximum life: +73.00 Handheld deflection devices. Press to compare |
scouring stralite shield of resistance (10 def, 2 armour, 100% power, 133 block) scouring stralite shield of resistance (10 def, 2 armour, 100% power, 133 block)Requires: - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 153% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +133 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 27% chance to reduce powers by 20% * 21 arcane resource burn Changes stats: +5 Con Changes resistances: +17% acid / +11% cold / +10% fire / +7% nature / +9% lightning Talent granted: +4 Block Handheld deflection devices. Press to compare |
Layille the voratun pickaxe (dig speed 23 turns) Layille the voratun pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -10% Changes stats: +8 Str Changes resistances: +3% acid Physical save: +6 (+1 eff.) Confusion immunity: +5% Knockback immunity: +20% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Voryyana the Lightworm (dig speed 4 turns) Voryyana the Lightworm (dig speed 4 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Str / +6 Dex / +3 Wil Changes resistances: +6% acid / +3% light / +12% lightning Changes damage: +15% mind / +15% fire Physical save: +15 (+3 eff.) Spell save: +24 (+7 eff.) Mental save: +30 (+9 eff.) Maximum life: +124.00 Maximum stamina: +27.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
dwarven-steel pickaxe 'Duvysalach' (dig speed 8 turns) dwarven-steel pickaxe 'Duvysalach' (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Con Changes resistances: +3% acid / +7% fire / +12% nature / +6% darkness Changes damage: +6% nature Talent mastery: +0.10 Technique / Combat techniques Reduces incoming crit damage: 15.00% Maximum life: +27.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
dwarven-steel pickaxe 'Mardomnir' (dig speed 15 turns) dwarven-steel pickaxe 'Mardomnir' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +13% physical Critical mult.: +5.00% Mana each turn: +0.12 Vim when firing critical spell: +4.00 Spellpower: +4 (+0 eff.) When carried: Talent granted: +1 Dig Talent on hit(spell): Rethread (5% chance level 1). Allows you to dig a wall, remove a tree, create ways. Press to compare |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 A fang from the great warg, Rungof, still covered in blood. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +7 (+2 eff.) A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Thunderdream the dwarven-steel torque of clear mind [power 2] (10 cooldown) Thunderdream the dwarven-steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +12% lightning / +9% temporal Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Zubimibeth the Burnstrike [power 127] (26 cooldown) Zubimibeth the Burnstrike [power 127] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances: +3% arcane Maximum wards: +3 physical / +5 mind / +4 darkness Talent granted: +1 Ward Life leech chance: +16% Life leech: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 127 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
dwarven-steel torque of psychoportation [power 39] (30 cooldown) dwarven-steel torque of psychoportation [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
hateful voratun torque of kinetic psionic shield [power 173] (20 cooldown) hateful voratun torque of kinetic psionic shield [power 173] (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, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
overpowered voratun torque of thermal psionic shield [power 237] (29 cooldown) overpowered voratun torque of thermal psionic shield [power 237] (29 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, cold, light, and arcane damage by 237 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
quiet voratun torque of kinetic psionic shield [power 129] (20 cooldown) quiet voratun torque of kinetic psionic shield [power 129] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 129 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
quiet voratun torque of kinetic psionic shield [power 155] (20 cooldown) quiet voratun torque of kinetic psionic shield [power 155] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 155 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
voratun torque of thermal psionic shield [power 153] (20 cooldown) voratun torque of thermal psionic shield [power 153] (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, cold, light, and arcane damage by 153 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Polyrevea the Glowseam [power 71] (20 cooldown) Polyrevea the Glowseam [power 71] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% light / +18% arcane Maximum wards: +3 acid / +2 nature / +2 light Changes resistances penetration: +10% light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web +1 Ward It can be used to harden the skin for 7 turns increasing armour by 71 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Scabnaught the elven-wood totem of thorny skin [power 159] (53 cooldown) Scabnaught the elven-wood totem of thorny skin [power 159] (53 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +1 Wil / +3 Con Talent granted: +4 Rushing Claws Talent on hit(mindpower): Distortion Bolt (5% chance level 1). It can be used to harden the skin for 7 turns increasing armour by 159 and armour hardiness by 60%, putting all charms on cooldown for 53 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
yew totem of cure ailments 'Isildavea' [power 2] (10 cooldown) yew totem of cure ailments 'Isildavea' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% cold / +3% light / +9% fire Changes resistances penetration: +15% acid It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 300% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
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% A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Cyrumithra CyrumithraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 47% Changes stats: +10 Con Changes resistances: +2% physical / +3% darkness / +30% temporal Talent masteries: +0.35 Technique / Combat veteran +0.35 Wild-gift / Antimagic Critical mult.: +3.00% Physical save: +25 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +25 (+8 eff.) Pinning immunity: +49% Knockback immunity: +47% Amulets can have magical properties. Press to compare |
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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By qcobu the Cornac Bulwark level 25
19th Dusk 122nd year of Ascendancy at 12:08 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By qcobu the Cornac Bulwark level 45
72nd Dusk 122nd year of Ascendancy at 04:38 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By qcobu the Cornac Bulwark level 25
19th Dusk 122nd year of Ascendancy at 08:37 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By qcobu the Cornac Bulwark level 20
4th Dusk 122nd year of Ascendancy at 11:52 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By qcobu the Cornac Bulwark level 45
75th Dusk 122nd year of Ascendancy at 01:48 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By qcobu the Cornac Bulwark level 34
47th Dusk 122nd year of Ascendancy at 10:58 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By qcobu the Cornac Bulwark level 28
26th Dusk 122nd year of Ascendancy at 18:53 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By qcobu the Cornac Bulwark level 40
59th Dusk 122nd year of Ascendancy at 14:55 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By qcobu the Cornac Bulwark level 28
27th Dusk 122nd year of Ascendancy at 09:38 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By qcobu the Cornac Bulwark level 50
9th Haze 122nd year of Ascendancy at 11:32 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By qcobu the Cornac Bulwark level 22
12nd Dusk 122nd year of Ascendancy at 00:24 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By qcobu the Cornac Bulwark level 20
5th Dusk 122nd year of Ascendancy at 02:03 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By qcobu the Cornac Bulwark level 30
35th Dusk 122nd year of Ascendancy at 09:14 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By qcobu the Cornac Bulwark level 45
74th Dusk 122nd year of Ascendancy at 05:20 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By qcobu the Cornac Bulwark level 39
56th Dusk 122nd year of Ascendancy at 07:33 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By qcobu the Cornac Bulwark level 39
55th Dusk 122nd year of Ascendancy at 01:52 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By qcobu the Cornac Bulwark level 18
6th Flare 122nd year of Ascendancy at 05:50 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By qcobu the Cornac Bulwark level 46
75th Dusk 122nd year of Ascendancy at 15:30 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By qcobu the Cornac Bulwark level 43
65th Dusk 122nd year of Ascendancy at 16:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By qcobu the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 12:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By qcobu the Cornac Bulwark level 20
10th Flare 122nd year of Ascendancy at 11:42 see stats
Level 30 (Roguelike)
Got a character to level 30.By qcobu the Cornac Bulwark level 30
31st Dusk 122nd year of Ascendancy at 06:41 see stats
Level 40 (Roguelike)
Got a character to level 40.By qcobu the Cornac Bulwark level 40
56th Dusk 122nd year of Ascendancy at 07:33 see stats
Level 50 (Roguelike)
Got a character to level 50.By qcobu the Cornac Bulwark level 50
9th Haze 122nd year of Ascendancy at 08:38 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By qcobu the Cornac Bulwark level 45
71st Dusk 122nd year of Ascendancy at 11:19 see stats
Portal ender (Roguelike)
Fought the two Sorcerers and closed three invocation portals.By qcobu the Cornac Bulwark level 50
9th Haze 122nd year of Ascendancy at 11:29 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By qcobu the Cornac Bulwark level 11
4th Mirth 122nd year of Ascendancy at 15:11 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By qcobu the Cornac Bulwark level 26
22nd Dusk 122nd year of Ascendancy at 09:04 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By qcobu the Cornac Bulwark level 32
42nd Dusk 122nd year of Ascendancy at 18:02 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By qcobu the Cornac Bulwark level 32
41st Dusk 122nd year of Ascendancy at 02:01 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By qcobu the Cornac Bulwark level 42
62nd Dusk 122nd year of Ascendancy at 10:35 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By qcobu the Cornac Bulwark level 16
1st Flare 122nd year of Ascendancy at 03:27 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By qcobu the Cornac Bulwark level 34
47th Dusk 122nd year of Ascendancy at 13:30 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By qcobu the Cornac Bulwark level 28
27th Dusk 122nd year of Ascendancy at 00:13 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By qcobu the Cornac Bulwark level 18
6th Flare 122nd year of Ascendancy at 03:17 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By qcobu the Cornac Bulwark level 23
18th Dusk 122nd year of Ascendancy at 12:19 see stats
Log
You gain 8.77 gold from the transmogrification of quick orichalcum trident of amnesia (164% power, 16 apr).
You gain 3.75 gold from the transmogrification of orichalcum trident of amnesia (165% power, 16 apr).
You gain 16.68 gold from the transmogrification of cruel dragonbone vilestaff of invocation (136% power, 6 apr, darkness element).
You gain 11.43 gold from the transmogrification of throat-seeking drakeskin leather sling of true flight.
You gain 14.83 gold from the transmogrification of plaguebringer's voratun greatsword of projection (172% power, 4 apr).
You gain 14.26 gold from the transmogrification of balanced voratun greatmaul of disruption (178% power, 4 apr).
You gain 48.75 gold from the transmogrification of The Gaping Maw (184% power, 4 apr).
You gain 20.74 gold from the transmogrification of conjurer's voratun ring of speed.
You gain 5.55 gold from the transmogrification of controlled phase door rune (range 8).
You gain 3.50 gold from the transmogrification of insidious poison infusion (31 nature damage, 62% healing reduction).
You gain 0.92 gold from the transmogrification of healing infusion (heal 39).
You gain 1.11 gold from the transmogrification of healing infusion (heal 81).
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.
You gain 96.00 gold from the transmogrification of 4 amber.
You gain 90.00 gold from the transmogrification of 3 pearl.
You gain 240.00 gold from the transmogrification of 8 moonstone.
You gain 270.00 gold from the transmogrification of 9 diamond.
Saving game...
The merchant carefully hands you: Cyrumithra
Saving done.
Qcobu deactivates Wild Growth.
Qcobu deactivates Daunting Presence.
Qcobu deactivates Shield Wall.
Qcobu deactivates Precise Strikes.
Qcobu deactivates Antimagic Shield.
