Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! The lost city of Vulcus (1.1a) 1.1.1The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.1 1.1.0Plenum 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. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 50 / 504% |
| Size | medium |
| Lifes / Deaths | Killed by grave wight at level 19 on the 11st Regrowth 123rd year of Ascendancy at 07:05 1 / 6Killed by Atamathon the Giant Golem at level 50 on the 15th Pyre 125th year of Ascendancy at 19:33 Killed by Atamathon the Giant Golem at level 50 on the 15th Pyre 125th year of Ascendancy at 20:35 Killed by Atamathon the Giant Golem at level 50 on the 15th Pyre 125th year of Ascendancy at 21:47 Killed by Atamathon the Giant Golem at level 50 on the 16th Pyre 125th year of Ascendancy at 02:48 Killed by Atamathon the Giant Golem at level 50 on the 16th Pyre 125th year of Ascendancy at 07:07 |
Primary Stats
| Strength | 96 (base 60) |
| Dexterity | 101 (base 60) |
| Constitution | 92 (base 60) |
| Magic | 31 (base 14) |
| Willpower | 59 (base 27) |
| Cunning | 60 (base 16) |
Resources
| Mana | 395/519 |
| Psi | 179/179 |
| Life | 1429/1429 |
| Paradox | 150 |
| Stamina | 210/210 |
| Equilibrium | 0 |
| Healing Factor | 1.1 |
| Regeneration | 7.865 |
Speed
| Mental | +64.11786518251% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 12 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 91 |
| Crit Chance | 72% |
| APR | 81 |
| Speed | 0.43 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.433333333333 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +16% |
| Mind | +22% |
| All | +7% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +19% |
| Temporal | +19% |
Defense: Base
| Armour (hardiness) | 55 (97.241379310345%) |
| Defense | 50.55 |
| Ranged Defense | 50.55 |
| Fatigue | 9 |
| Physical Save | 64.083769977419 |
| Spell Save | 56.678359969893 |
| Mental Save | 62.0625 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 43%( 70%) |
| Cold | + 51%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 54%( 70%) |
| Fire | + 49%( 70%) |
| Arcane | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Blind Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1164% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 897% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 5 turns. |
Class Talents
| Technique / Archery - bows | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.60 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery excellence | 1.91 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Rapid Shot |
| talent | Premonition |
| talent | Intuitive Shots |
| talent | Slow Motion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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: 815. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. 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 within1 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 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 | Dark Times (0 def, 5 armour) Dark Times (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +4% Changes stats: +5 Str / +6 Wil / +10 Con Changes resistances: +24% darkness / +17% temporal Changes resistances penetration: +9% physical / +20% darkness / +19% temporal Changes damage: +9% temporal Mental save: +3 Maximum psi: +30.00 Mindpower: +17 Defense after a teleport: +26 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Life regen bonus (wilder-summons): +2.00 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.2 Power cost: 15 out of 25/25. Range: 6.0 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. |
| Quiver | enchanted quiver of dragonbone arrows of annihilation (13/13, 61.5-86.1 power, 28 apr) enchanted quiver of dragonbone arrows of annihilation (13/13, 61.5-86.1 power, 28 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +28 Physical crit. chance: +11.0% Capacity: 13 Turns elapse between self-loadings: 3 Travel speed: +200% When wielded/worn: Ammo reloads per turns: +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 17.32 cold damage and 17.32 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Zuboyamira the hardened leather cap (0 def, 3 armour) Zuboyamira the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Dex Changes resistances: +6% mind / +12% darkness / +11% light Changes resistances penetration: +10% physical Healing mod.: +10% A cap made of leather. |
| Tool | 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 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 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." |
| On fingers | Scaldtooth ScaldtoothCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +13 Defense: +8 Fatigue: -7% Changes stats: +1 Wil Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 4 fire Maximum encumbrance: +24 Stun/Freeze immunity: +29% Life regen: +2.30 Psi when firing a critical mind attack: +1.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Disengage, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Archery prowess +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Grappling +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Shield defense +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Dual techniques +0.30 Technique / Unarmed training +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Urthoredor the drakeskin leather belt Urthoredor the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +8 Dex / +9 Cun / +7 Lck Changes resistances: +9% fire / +11% cold Critical mult.: +15.00% Trap disarming bonus: +20 Stealth bonus: +8 Life regen: +0.60 Stamina each turn: +0.20 Mental crit. chance: +10% Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
| In main hand | swiftstrike dragonbone longbow of true flight swiftstrike dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% When wielded/worn: Accuracy: +12 Physical crit. chance: +12.0% Longbows are used to shoot arrows at your foes. |
| On hands | heroic rough leather gloves of dispersion (0 def, 5 armour) heroic rough leather gloves of dispersion (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes stats: +4 Mag / +4 Wil Damage when the wearer hits(melee): 6 arcane Changes resistances: +4% arcane Mental save: +7 Maximum life: +48.00 When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 1). Damage when this weapon hits: +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| Cloak | elven-silk cloak 'Faluhell' (17 def, 7 armour) elven-silk cloak 'Faluhell' (17 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +17 Changes stats: +5 Str / +4 Dex / +5 Wil / +4 Cun / +4 Con Damage when the wearer hits(melee): 4 mind Changes resistances: +6% mind / +9% temporal Changes damage: +15% mind Talent mastery: +0.40 Technique / Combat training Physical save: +19 Spell save: -2 Mental save: +21 Stamina each turn: +1.00 Mana each turn: -0.21 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's stralite amulet of mastery (0.31 Technique / Archery excellence) wanderer's stralite amulet of mastery (0.31 Technique / Archery excellence)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +7 Cun / +5 Con Talent mastery: +0.31 Technique / Archery excellence Life regen: +1.00 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 418) healing infusion of the duelist (heal 418)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 418 life. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 710 over 5 turns) regeneration infusion of the duelist (heal 710 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 710 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 426 over 5 turns) regeneration infusion of the sneak (heal 426 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 426 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. |
sun infusion of the warrior (rad 10; power 136; turns 3; dispells darkness) sun infusion of the warrior (rad 10; power 136; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 68). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 136) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical) wild infusion (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 20% for 5 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 26%; cure magical, mental) wild infusion of the duelist (resist 26%; cure magical, mental)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: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 28%; cure mental, physical) wild infusion of the warrior (resist 28%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 28% for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (43 nature damage, 56% healing reduction) insidious poison infusion of the duelist (43 nature damage, 56% 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 42.95 nature damage per turns for 7 turns, and reducing the target's healing received by 56%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+18 for 12 turns, die at -546) heroism infusion of the titan (+18 for 12 turns, die at -546)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: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. Also while Heroism is active, you will only die when reaching -546 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. |
heroism infusion of the wizard (+9 for 11 turns, die at -638) heroism infusion of the wizard (+9 for 11 turns, die at -638)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: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 11 turns. Also while Heroism is active, you will only die when reaching -638 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 Magic 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 (771% speed; 6 turns) movement infusion (771% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 771% 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. |
manasurge rune of the duelist (1300% regen over 10 turns; 65 instant mana) manasurge rune of the duelist (1300% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1300% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 12; power 46; dur 5) phase door rune of the duelist (range 12; power 46; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 15; power 43; dur 3) phase door rune of the duelist (range 15; power 43; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 81) teleportation rune (range 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 135) teleportation rune of the psychic (range 135)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 112) teleportation rune of the titan (range 112)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 179) teleportation rune of the warrior (range 179)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 179 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 16; see undead) vision rune (radius 10; dur 16; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 12) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 13; dur 20; see demon) vision rune (radius 13; dur 20; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 21) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 11; dur 16; see dragon) vision rune of the warrior (radius 11; dur 16; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 25) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any dragon around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (386.00 temporal damage, removed from time 4 turns) Rune of the Rift (386.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 447.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the duelist (373 cold damage) frozen spear rune of the duelist (373 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 373.22 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (393 fire damage) heat beam rune of the psychic (393 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 392.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (406 fire damage) heat beam rune of the titan (406 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 406.17 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 9 turns) invisibility rune (power 12 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 17 for 8 turns) invisibility rune of the warrior (power 17 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 17) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (393 lightning damage) lightning rune (393 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 130.90 to 392.69 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (422 lightning damage) lightning rune of the duelist (422 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 140.81 to 422.44 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (311 lightning damage) lightning rune of the duelist (311 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 103.72 to 311.16 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (275 lightning damage) lightning rune of the wizard (275 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.59 to 274.78 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 384 for 7 turns) shielding rune (absorb 384 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 7 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 6) controlled phase door rune (range 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
cleansing steel amulet of the fish cleansing steel amulet of the fishInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +12% nature / +12% blight Allows you to breathe in: water Poison immunity: +23% Disease immunity: +26% Amulets can have magical properties. |
warmaker's steel amulet of vision warmaker's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Falador the gold amulet =teleport 41= Falador the gold amulet =teleport 41=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +3% blight Allows you to breathe in: water Teleport immunity: +50% Defense after a teleport: +5 It can be used to teleports you randomly (rad 41), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 15 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
cleansing gold amulet of murder cleansing gold amulet of murderInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances: +12% nature / +14% blight Critical mult.: +13.00% Poison immunity: +30% Disease immunity: +28% Amulets can have magical properties. |
savior's gold amulet of healing =225 heal= savior's gold amulet of healing =225 heal=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +12 Spell save: +13 Mental save: +13 Cut immunity: +40% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's gold amulet of the eclipse warrior's gold amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 11 darkness / 8 light Damage when the wearer is hit: 6 darkness / 7 light Changes resistances: +7% physical Changes damage: +8% darkness / +8% light Stamina each turn: +0.50 Amulets can have magical properties. |
Bethyriann the stralite amulet Bethyriann the stralite amuletPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +10 Fatigue: -6% Changes stats: +4 Wil Damage when the wearer hits(melee): 10 darkness / 12 light Damage when the wearer is hit: 13 darkness / 9 light Changes resistances: +12% physical Changes damage: +3% arcane / +10% darkness / +9% light Physical save: +9 Mental save: +11 Confusion immunity: +18% Stamina each turn: +1.00 Maximum stamina: +10.00 Mindpower: +13 Amulets can have magical properties. |
Glytira the Balancenaught Glytira the BalancenaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 Damage when the wearer is hit: 4 blight Changes resistances: +9% nature Changes resistances cap: +6% all Changes damage: +3% nature Physical save: +19 Spell save: +6 Maximum vim: +30.00 Amulets can have magical properties. |
Tarrunaristir the Shadepierce Tarrunaristir the ShadepiercePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -16% Changes stats: +7 Dex / +7 Cun / +8 Con Damage when the wearer hits(melee): 10 darkness / 10 light Damage when the wearer is hit: 20 mind / 12 darkness / 9 light Changes resistances: +3% darkness Changes resistances penetration: +15% mind Changes damage: +6% mind / +11% darkness / +8% light Life regen: +2.20 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
grounding stralite amulet of cunning (+7) grounding stralite amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances: +18% lightning Stun/Freeze immunity: +38% Amulets can have magical properties. |
starlit stralite amulet of healing =225 heal= starlit stralite amulet of healing =225 heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% darkness / +17% light Blindness immunity: +32% Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
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% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 285.48 physical damage in a radius 8 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. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
stabilizing voratun amulet of vision stabilizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% temporal Blindness immunity: +34% Pinning immunity: +31% Knockback immunity: +32% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 6 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. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
marksman's copper ring of arcana(+0.12/turn) marksman's copper ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Silence immunity: +21% Mana each turn: +0.12 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 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 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 29 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. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +7 Fatigue: -5% Maximum encumbrance: +23 It can be used to activate talent Disengage, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's steel ring of darkness (+22%) savior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 Spell save: +7 Mental save: +7 Rings can have magical properties. |
savior's steel ring of light (+24%) savior's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Physical save: +6 Spell save: +6 Mental save: +6 Rings can have magical properties. |
steel ring 'Gota' steel ring 'Gota'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +1 Str / +5 Dex / +4 Wil / +9 Cun / +2 Con Damage when the wearer hits(melee): 2 acid Stun/Freeze immunity: +26% Life regen: +0.90 Mindpower: +6 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +28% Life regen: +0.90 Rings can have magical properties. |
Arczeal ArczealCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 temporal Changes resistances: +6% lightning / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal Physical save: +9 Spell save: +12 Mental save: +12 Rings can have magical properties. |
mule's gold ring of life mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Life regen: +0.90 Maximum life: +41.00 Healing mod.: +15% Rings can have magical properties. |
mule's gold ring of pilfering mule's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +9 Fatigue: -6% Maximum encumbrance: +27 It can be used to activate talent Disengage, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
painweaver's gold ring of corrosion (+24%) painweaver's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes resistances: +24% acid Changes damage: +12% acid / +5% all Spellpower: +7 Mindpower: +10 Rings can have magical properties. |
savior's gold ring of light (+24%) savior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Physical save: +8 Spell save: +9 Mental save: +9 Rings can have magical properties. |
warrior's gold ring of the mountain (+14%) warrior's gold ring of the mountain (+14%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +14% physical Changes damage: +14% physical Rings can have magical properties. |
gladiator's stralite ring of the mountain (+14%) gladiator's stralite ring of the mountain (+14%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +4 Str / +6 Con Changes resistances: +14% physical Changes damage: +14% physical Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 Changes damage: +5% all Spellpower: +10 Mindpower: +12 Rings can have magical properties. |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +6 Cun / +4 Dex Life regen: +0.90 Maximum life: +47.00 Healing mod.: +18% Rings can have magical properties. |
sneakthief's stralite ring of misery sneakthief's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +13 Cun / +7 Dex Damage when the wearer hits(melee): 29 bleed / 18 gloom Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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. |
stralite ring of corrosion (+28%) stralite ring of corrosion (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% acid Changes damage: +14% acid Rings can have magical properties. |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% fire / +20% cold / +21% lightning / +22% acid Rings can have magical properties. |
Mnemonic =remove mental= Mnemonic =remove mental=Infused 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 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 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). It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
savior's voratun ring of focus =weapon focus= savior's voratun ring of focus =weapon focus=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances penetration: +9% physical Physical save: +14 Spell save: +10 Mental save: +8 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 51% chance to deal another, similar, blow for 7 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. |
sneakthief's voratun ring of blinding strikes sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Changes stats: +7 Cun / +9 Dex Damage when the wearer hits(melee): 15 physical / 11 blinding / 12 lightning Damage when the wearer is hit: 15 physical / 12 blinding / 12 lightning Rings can have magical properties. |
solipsist's voratun ring of focus solipsist's voratun ring of focusCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances penetration: +12% physical Mindpower: +15 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 59% chance to deal another, similar, blow for 9 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. |
titan's voratun ring of lightning (+28%) titan's voratun ring of lightning (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +28% lightning Changes damage: +14% lightning Physical save: +12 Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +5 Changes resistances: +12% nature Physical save: +16 Poison immunity: +15% Disease immunity: +20% Movement speed: +22% It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's voratun ring of nature (+28%) warrior's voratun ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
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 120 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." |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage when the wearer hits(ranged): 25 arcane Light radius: +2 This bow is said to be the tool of an infamous dwarven spy, rumours said it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
elven-wood longbow 'Strikepeal' elven-wood longbow 'Strikepeal'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage when this weapon hits(ranged): +10 acid blind When wielded/worn: Accuracy: +8 Physical crit. chance: +13.0% Physical power: +9 Changes stats: +3 Str Changes resistances penetration: +5% lightning / +8% physical Changes damage: +14% physical / +6% lightning / +3% acid Longbows are used to shoot arrows at your foes. |
warden's elven-wood longbow of true flight warden's elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +8 Physical crit. chance: +9.0% Ammo reloads per turns: +4 Changes stats: +3 Wil Changes resistances penetration: +8% temporal Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Temporal Combat Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of true flight penetrating dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 Physical crit. chance: +12.0% Changes resistances penetration: +24% physical Damage Shield penetration: +51% Longbows are used to shoot arrows at your foes. |
thaloren dragonbone longbow of nature thaloren dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage when this weapon hits(ranged): +26 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +12% nature Changes damage: +11% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Hornet Stingers (20/20, 20-28 power, 10 apr) Hornet Stingers (20/20, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage when this weapon hits(ranged): +15 crippling poison A vile poison drips from the tips of these arrows. |
Mayuma (12/12, 44-61.6 power, 15 apr) Mayuma (12/12, 44-61.6 power, 15 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.5% Capacity: 12 Damage when this weapon hits(ranged): +28 lightning Damage conversion: 35% lightning Damage against: +15% Dragon / +15% Undead When wielded/worn: Ammo reloads per turns: +4 Arrows are used with bows to pierce your foes to death. |
blazing quiver of elven-wood arrows of crippling (13/13, 43.5-60.9 power, 14 apr) blazing quiver of elven-wood arrows of crippling (13/13, 43.5-60.9 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +13.5% Capacity: 13 Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +21 fire Damage conversion: 39% fire Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of elven-wood arrows of disruption (14/14, 43-60.2 power, 14 apr) inquisitor's quiver of elven-wood arrows of disruption (14/14, 43-60.2 power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 14 Special effect when this weapon hits: disrupts spell-casting Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits(ranged): +18 manaburn arcane Damage against: +25% Undead / +16% Construct Arrows are used with bows to pierce your foes to death. |
Arrows of Dark Thoughts (14/14, 68-95.2 power, 18 apr) Arrows of Dark Thoughts (14/14, 68-95.2 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits(ranged): +8 arcane / +47 mind / +12 blight / +47 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 arcane Damage conversion: 89% mind / 10% blight / 70% darkness Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 Special effect when this weapon crits: pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
insidious quiver of dragonbone arrows of psychokinesis (14/14, 56-78.4 power, 18 apr) insidious quiver of dragonbone arrows of psychokinesis (14/14, 56-78.4 power, 18 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +10 physical / +31 insidious poison Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Hathoregoyon' (14/14, 68.5-95.9 power, 18 apr) quiver of dragonbone arrows 'Hathoregoyon' (14/14, 68.5-95.9 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 68.5 - 95.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Damage when this weapon hits(ranged): +4 acid Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 mind Damage conversion: 30% acid Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of torment (13/13, 54.5-76.3 power, 18 apr) quiver of dragonbone arrows of torment (13/13, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits(ranged): +18 mind / +13 darkness Damage conversion: 21% mind / 10% darkness Arrows are used with bows to pierce your foes to death. |
tundral quiver of dragonbone arrows of wind (13/13, 51.5-72.1 power, 18 apr) tundral quiver of dragonbone arrows of wind (13/13, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Damage when this weapon hits(ranged): +27 cold Damage conversion: 36% cold Arrows are used with bows to pierce your foes to death. |
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. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +0% mind Talent mastery: +0.20 Wild-gift / Harmony Mental save: +0 Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Shinekiss ShinekissCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +6 Changes stats: +8 Dex / +6 Cun / +2 Con Damage when the wearer hits(melee): 2 physical Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +3% physical Critical mult.: +14.00% Physical save: +13 Stamina each turn: +0.40 Mindpower: +12 Mental crit. chance: +11% 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: +11 Changes stats: +5 Str / +4 Dex / +5 Cun / +5 Con / +8 Lck Trap disarming bonus: +15 Stealth bonus: +14 Physical save: +11 Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of shielding monstrous drakeskin leather belt of shieldingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 Armour: +10 Changes stats: +4 Str / +4 Con Physical save: +11 Size category: +1 It can be used to create a temporary shield that absorbs 302 damage, placing all other charms into a 18 cooldown. A belt that goes around your waist. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 67.71 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Gloruwe (2 def, 0 armour) Gloruwe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Dex / +2 Mag / +3 Wil Grants telepathy: Demon/Minor Demon/Major Mental save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Starusher' (2 def, 0 armour) cashmere cloak 'Starusher' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +6 Defense: +2 Changes stats: +3 Str / +3 Dex / +1 Wil / +2 Cun / +5 Con Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 4 light Changes resistances penetration: +15% light Physical save: +9 Mental save: +8 Only die when reaching: -50.00 life Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Breezesmash the elven-silk cloak (3 def, 0 armour) Breezesmash the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 Defense: +3 Fatigue: -10% Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 4 light Changes resistances: +6% nature / +9% acid Changes resistances penetration: +10% light Changes damage: +9% nature / +3% light Maximum life: +100.00 It can be used to activate talent Blinding Speed, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 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 35% 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. |
shadow elven-silk cloak of sorcery (3 def, 0 armour) shadow elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Mag / +4 Wil Changes resistances: +20% darkness Changes resistances penetration: +15% darkness Changes damage: +19% darkness Stealth bonus: +17 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
wanderer's pair of hardened leather boots of phasing (0 def, 3 armour) wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +3 Cun / +4 Con Physical save: +13 Mental save: +13 It can be used to blink to a nearby random location, placing all other charms into a 15 cooldown. A pair of boots made of leather. |
dwarven-steel gauntlets 'Bethewyn' (4 def, 2 armour) dwarven-steel gauntlets 'Bethewyn' (4 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Defense: +4 Damage when the wearer is hit: 8 mind Changes resistances: +3% blight Critical mult.: +16.00% Physical save: +6 Pinning immunity: +10% Stun/Freeze immunity: +5% Teleport immunity: +15% Spell crit. chance: +8% Mental crit. chance: +7% When used to modify unarmed attacks: Base power: 23.5 - 32.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 3). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage when this weapon hits: +20 arcane Attackspeed is 100% for non-Brawlers! Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 35.86 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Alyroddatar the Prismtouch (0 def, 5 armour) Alyroddatar the Prismtouch (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +20 Dex / +5 Wil Changes resistances: +15% fire / +14% cold / +14% lightning / +15% acid Psi when hit: +0.12 Maximum psi: +10.00 Light radius: +1 Heals friendly targets nearby when you use a nature summon: +30 A cap made of leather. |
12 bloodstone 12 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. |
3 fire opal 3 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. |
6 diamond 6 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. |
2 moonstone 2 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. |
12 pearl 12 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. |
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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
66 alchemist bloodstone 66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
nightwalker's alchemist's lamp of the forge nightwalker's alchemist's lamp of the forgeInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Changes stats: +4 Wil Damage when the wearer hits(melee): 18 dreamforge Damage when the wearer is hit: 16 dreamforge Changes resistances: +7% mind / +7% fire Critical mult.: +14.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 111.60 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 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: +6 Spell save: +6 Mental save: +6 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. |
survivor's dwarven lantern of corpselight survivor's dwarven lantern of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% darkness / +5% blight Physical save: +10 Spellpower: +5 Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +9 Healing mod.: +18% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 40 blight damage or heals 56 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
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. |
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. |
shattering voratun pickaxe (dig speed 12 turns) shattering voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +22% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Adigamira' (dig speed 15 turns) voratun pickaxe 'Adigamira' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +12 Str / +1 Cun / +3 Con Changes resistances: +9% acid Changes damage: +12% acid Psi when firing a critical mind attack: +5.00 Light radius: +1 Infravision radius: +3 Life regen bonus (wilder-summons): +2.00 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.4 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +64 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 17 turns) voratun pickaxe of wreckage (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +6 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.8 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +97 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 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. |
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. |
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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 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 (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
iron torque of psychoportation 'Hettarenik' [power 22] (18 cooldown) iron torque of psychoportation 'Hettarenik' [power 22] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +3 Str Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Physical save: +9 Life regen: +0.20 It can be used to teleport randomly (rad 22), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of mindblast [power 225] (4 cooldown) quiet stralite torque of mindblast [power 225] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to fire a blast of psionic energies in a beam (dam 112-225), placing all other charms into a 4 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of clear mind [power 3] (12 cooldown) warded stralite torque of clear mind [power 3] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +1 physical / +3 mind / +3 darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of psychoportation [power 58] (18 cooldown) telekinetic voratun torque of psychoportation [power 58] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to teleport randomly (rad 58), placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded yew totem of cure illness [power 2] (12 cooldown) warded yew totem of cure illness [power 2] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +2 nature / +2 acid / +3 light Talent granted: +1 Ward It can be used to remove up to 2 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
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 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
warded dragonbone totem of cure poisons [power 4] (12 cooldown) warded dragonbone totem of cure poisons [power 4] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +4 nature / +3 acid / +4 light Talent granted: +1 Ward It can be used to remove up to 4 poisons from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed dragonbone totem of cure illness [power 4] (12 cooldown) webbed dragonbone totem of cure illness [power 4] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +2 Lay Web It can be used to remove up to 4 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
Airnigh the elven-wood wand of detection [power 10] (9 cooldown) Airnigh the elven-wood wand of detection [power 10] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Dex / +2 Cun / +3 Con Maximum wards: +3 fire / +2 cold / +5 lightning / +4 blight / +5 temporal Changes damage: +3% lightning Talent granted: +1 Ward It can be used to detect the presence of creatures around you (rad 10), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of firewall [power 217] (4 cooldown) warded elven-wood wand of firewall [power 217] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 fire / +3 cold / +2 lightning / +2 blight / +2 temporal Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 217 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of detection [power 12] (9 cooldown) warded dragonbone wand of detection [power 12] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 fire / +3 cold / +3 lightning / +2 blight / +1 temporal Talent granted: +1 Ward It can be used to detect the presence of creatures around you (rad 12), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 Dalici the Thalore Archer level 30
50th Pyre 123rd year of Ascendancy at 16:43 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dalici the Thalore Archer level 14
37th Dusk 122nd year of Ascendancy at 12:07 see stats
Against all odds
Killed Ukruk in the ambush.By Dalici the Thalore Archer level 28
80th Regrowth 123rd year of Ascendancy at 07:16 see stats
Arachnophobia
Destroyed the spydric menace.By Dalici the Thalore Archer level 33
73rd Pyre 123rd year of Ascendancy at 10:27 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Dalici the Thalore Archer level 50
6th Mirth 125th year of Ascendancy at 05:03 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Dalici the Thalore Archer level 38
69th Pyre 124th year of Ascendancy at 13:38 see stats
Brave new world
Went to the Far East and took part in the war.By Dalici the Thalore Archer level 32
64th Pyre 123rd year of Ascendancy at 14:32 see stats
Bringer of Doom
Killed a Bringer of Doom.By Dalici the Thalore Archer level 15
52nd Dusk 122nd year of Ascendancy at 19:41 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Dalici the Thalore Archer level 18
67th Haze 122nd year of Ascendancy at 13:55 see stats
Clone War
Destroyed your own Shade.By Dalici the Thalore Archer level 50
42nd Regrowth 125th year of Ascendancy at 18:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dalici the Thalore Archer level 16
21st Haze 122nd year of Ascendancy at 12:16 see stats
Destroyer of the creation
Killed Slasul.By Dalici the Thalore Archer level 33
3rd Summertide 123rd year of Ascendancy at 21:25 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Dalici the Thalore Archer level 31
58th Pyre 123rd year of Ascendancy at 22:58 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Dalici the Thalore Archer level 20
28th Regrowth 123rd year of Ascendancy at 21:23 see stats
Exterminator
Killed 1000 creatures.By Dalici the Thalore Archer level 16
49th Haze 122nd year of Ascendancy at 02:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dalici the Thalore Archer level 37
65th Regrowth 124th year of Ascendancy at 02:01 see stats
Fear me not!
Survived the Fearscape!By Dalici the Thalore Archer level 29
16th Pyre 123rd year of Ascendancy at 02:00 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Dalici the Thalore Archer level 45
15th Regrowth 125th year of Ascendancy at 09:28 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Dalici the Thalore Archer level 33
10th Mirth 123rd year of Ascendancy at 06:53 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Dalici the Thalore Archer level 45
8th Allure 125th year of Ascendancy at 14:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dalici the Thalore Archer level 14
37th Dusk 122nd year of Ascendancy at 12:48 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Dalici the Thalore Archer level 42
8th Haze 124th year of Ascendancy at 17:05 see stats
Level 10
Got a character to level 10.By Dalici the Thalore Archer level 10
5th Dusk 122nd year of Ascendancy at 04:29 see stats
Level 20
Got a character to level 20.By Dalici the Thalore Archer level 20
11st Regrowth 123rd year of Ascendancy at 13:43 see stats
Level 30
Got a character to level 30.By Dalici the Thalore Archer level 30
18th Pyre 123rd year of Ascendancy at 02:28 see stats
Level 40
Got a character to level 40.By Dalici the Thalore Archer level 40
26th Dusk 124th year of Ascendancy at 14:55 see stats
Level 50
Got a character to level 50.By Dalici the Thalore Archer level 50
27th Regrowth 125th year of Ascendancy at 21:23 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Dalici the Thalore Archer level 44
64th Haze 124th year of Ascendancy at 03:34 see stats
Orcrist
Killed the leaders of the Orc Pride.By Dalici the Thalore Archer level 42
16th Haze 124th year of Ascendancy at 05:33 see stats
Overpowered!
Did over 6000 damage in one attack.By Dalici the Thalore Archer level 50
33rd Regrowth 125th year of Ascendancy at 14:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dalici the Thalore Archer level 17
49th Haze 122nd year of Ascendancy at 07:31 see stats
Size is everything
Did over 1500 damage in one attack.By Dalici the Thalore Archer level 34
48th Dusk 123rd year of Ascendancy at 13:15 see stats
Size matters
Did over 600 damage in one attack.By Dalici the Thalore Archer level 32
70th Pyre 123rd year of Ascendancy at 09:27 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Dalici the Thalore Archer level 31
59th Pyre 123rd year of Ascendancy at 03:08 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Dalici the Thalore Archer level 44
64th Haze 124th year of Ascendancy at 01:33 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Dalici the Thalore Archer level 50
27th Regrowth 125th year of Ascendancy at 22:04 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Dalici the Thalore Archer level 14
37th Dusk 122nd year of Ascendancy at 12:07 see stats
The Arena
Unlocked Arena mode.By Dalici the Thalore Archer level 5
2nd Mirth 122nd year of Ascendancy at 01:51 see stats
The High Lady's destiny
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Dalici the Thalore Archer level 50
27th Regrowth 125th year of Ascendancy at 22:05 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dalici the Thalore Archer level 14
37th Dusk 122nd year of Ascendancy at 12:07 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dalici the Thalore Archer level 22
54th Regrowth 123rd year of Ascendancy at 03:05 see stats
The bigger the better!
Did over 3000 damage in one attack.By Dalici the Thalore Archer level 47
24th Regrowth 125th year of Ascendancy at 12:43 see stats
The secret city
Discovered the truth about mages.By Dalici the Thalore Archer level 11
27th Dusk 122nd year of Ascendancy at 10:22 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Dalici the Thalore Archer level 35
71st Dusk 123rd year of Ascendancy at 17:17 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Dalici the Thalore Archer level 22
53rd Regrowth 123rd year of Ascendancy at 16:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dalici the Thalore Archer level 26
78th Regrowth 123rd year of Ascendancy at 00:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dalici the Thalore Archer level 18
67th Haze 122nd year of Ascendancy at 01:50 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Dalici the Thalore Archer level 27
79th Regrowth 123rd year of Ascendancy at 15:19 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Dalici the Thalore Archer level 50
33rd Regrowth 125th year of Ascendancy at 14:44 see stats
Log
Talent Infusion: Regeneration is ready to use.
Rested for 9 turns.
Dalici picks up ( .): amethyst.
Dalici picks up ( .): bloodstone.
Dalici picks up ( .): diamond.
Dalici picks up ( .): Atamathon's Ruby Eye.
Dalici picks up ( .): pearl.
Dalici picks up ( .): 2 moonstone.
Dalici picks up ( .): bloodstone.
Dalici picks up ( .): voratun ring.
Dalici picks up (0.): voratun amulet.
Dalici picks up (0.): voratun amulet.
Lore found: Atamathon's Ruby Eye
You can read all your collected lore in the game menu, by pressing Escape.
There is an exit to the worldmap here (press '' or right click to use).
You gain 8.00 gold from the transmogrification of amethyst.
There is a Golem Graveyard 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...
There is a Hidden compound here (press '' or right click to use).
Talent Nature's Pride is ready to use.
Today is the 7th Mirth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 9th Mirth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Saving done.
