








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 898% |
| Size | medium |
| Lifes / Deaths | Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 75th Pyre 124th year of Ascendancy at 09:21 / 1 |
Primary Stats
| Strength | 123 (base 60) |
| Dexterity | 90 (base 60) |
| Constitution | 93 (base 36) |
| Magic | 30 (base 10) |
| Willpower | 48 (base 10) |
| Cunning | 97 (base 60) |
Resources
| Life | -207/1600 |
| Mana | 587/587 |
| Stamina | 68/332 |
| Positive | 0/177 |
| Healing Factor | 1.7633840304181 |
| Regeneration | 15.68049393045 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 63.338680393569 |
| See Invisible | 54.338680393569 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Barehand
| Damage | 175 |
| Accuracy | 71 |
| Crit Chance | 44% |
| APR | 12 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +28% |
| Temporal | +13% |
| Arcane | +22% |
| Cold | +27% |
| All | +7% |
Offense: Damage Penetration
| Arcane | +25% |
| Temporal | +29% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.999999999999 (81.09865470852%) |
| Defense | 68 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 91 |
| Spell Save | 72 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 70%( 70%) |
| All | + 27%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 36%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Confusion Resistance | 49% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 33% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -1022 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Striking Stance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
| beneficial effect | Reduces fire damage received by 13%. Premonition Shield |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
| detrimental effect | Target is reeling from an lightning shock, halving its stun and pinning resistance. Shocked |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| detrimental effect | The target has been revealed, reducing its stealth power by 22. Luminescence |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by wolf. Escort: repented thief (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 300. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus 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 foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Radhychik' (28 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +9 Defense: +28 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -3% Changes stats: +1 Dex / +4 Wil Grants telepathy: Humanoid/Orc Life regen: +5.50 Stamina each turn: +0.60 Maximum life: +57.00 Movement speed: +10% Healing mod.: +29% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| On hands | brawler's drakeskin leather gloves of strength (+6) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Changes stats: +6 Str / +4 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | voratun helm 'Amurath' (8 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 8 arcane Changes stats: +14 Str / +2 Mag / +6 Wil / +5 Con Changes resistances: +5% all Changes damage: +6% arcane Physical save: +26 (+6 eff.) Mental save: +13 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Polylle the dwarven-steel torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Physical save: +36 (+8 eff.) Mental save: +12 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | WarmFurInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +15 (+3 eff.) Changes stats: +9 Str / +10 Dex / +10 Wil / +10 Cun / +9 Con Changes resistances: +5% arcane / +40% cold Changes resistances penetration: +29% temporal Changes damage: +6% temporal / +21% darkness / +20% cold Mental save: +20 (+5 eff.) Rings can have magical properties. |
| Around neck | savior's voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Physical save: +21 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +22 (+6 eff.) Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Amulets can have magical properties. |
| Main armor | dispeller's elven-silk robe of protection (9 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Changes resistances: +9% lightning / +9% darkness / +8% blight / +6% fire / +9% light / +9% cold Physical save: +36 (+8 eff.) Spell save: +30 (+8 eff.) Mental save: +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | watchleader's dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Physical save: +15 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +33% Confusion immunity: +19% Light radius: +8 See stealth: +19 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Chyrath (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +4 Str / +3 Mag / +8 Wil / +4 Cun / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +9% arcane Physical save: +8 (+2 eff.) Spell save: +10 (+3 eff.) Maximum life: +62.00 Maximum mana: +63.00 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 waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Inventory
heroism infusion of the titan (+19 for 9 turns, die at -899)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -899 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
wild infusion (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
phase door rune of the sneak (range 17; power 58; dur 7)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
cleansing voratun amulet of perfection (0.21 Technique / Finishing moves,0.21 Technique / Combat veteran)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% nature / +22% blight Talent masteries: +0.21 Technique / Finishing moves +0.21 Technique / Combat veteran Poison immunity: +25% Disease immunity: +34% Amulets can have magical properties. |
enraging stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +8% blight / +10% fire / +7% physical Critical mult.: +15.00% Spellpower: +10 (+5 eff.) Combat speed: +10% Amulets can have magical properties. |
protective stralite amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes stats: +5 Mag Changes resistances cap: +4% all Physical save: +15 (+3 eff.) Amulets can have magical properties. |
restful stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +2.50 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +38.00 Amulets can have magical properties. |
savior's gold amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Physical save: +14 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +12 (+3 eff.) Amulets can have magical properties. |
savior's voratun amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Dex Physical save: +13 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. |
serendipitous voratun amulet of mastery (0.35 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +5 Lck Talent mastery: +0.35 Technique / Combat techniques Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
steel amulet 'Glitterstalker'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 12 light Changes resistances: +14% lightning Physical save: +20 (+4 eff.) Stun/Freeze immunity: +24% Only die when reaching: -60.00 life Amulets can have magical properties. |
stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Critical mult.: +14.00% Amulets can have magical properties. |
voratun amulet 'Layavea'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +3 Mag Changes resistances penetration: +10% mind / +20% blight Changes damage: +9% blight Critical mult.: +20.00% Spell save: +20 (+5 eff.) Psi when hit: +0.16 Maximum vim: +50.00 Amulets can have magical properties. |
wanderer's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +6 Cun / +6 Con Teleport immunity: +50% Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
warrior's steel amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Teleport immunity: +50% Stamina each turn: +0.30 It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
warrior's stralite amulet of mastery (0.29 Technique / Finishing moves)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% physical Talent mastery: +0.29 Technique / Finishing moves Stamina each turn: +0.40 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
EmelylrataInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Dex / +6 Mag / +6 Con Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Infravision radius: +2 Rings can have magical properties. |
IsligathaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +26 Defense: +7 (+2 eff.) Changes stats: +7 Str / +8 Mag / +7 Wil / +2 Con Changes damage: +3% physical Knockback immunity: +5% Vim when firing critical spell: +3.00 Spellpower: +15 (+7 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
Zeroldir the DarkhuntInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 33% chance to inflict 15% damage reduction * 30% chance to blind Damage when hit (Melee): 12 darkness Changes stats: +3 Str / +6 Mag / +3 Con Changes resistances: +18% darkness / +40% cold Changes damage: +12% darkness / +20% cold Rings can have magical properties. |
conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil / +6 Mag Spellpower: +9 (+4 eff.) Rings can have magical properties. |
conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +5 Mag / +8 Wil / +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Spellpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
conjurer's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil / +5 Mag Disarm immunity: +32% Pinning immunity: +31% Knockback immunity: +34% Maximum life: +35.00 Spellpower: +10 (+5 eff.) Rings can have magical properties. |
marksman's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Stun/Freeze immunity: +37% Life regen: +2.90 Rings can have magical properties. |
painweaver's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +35% Life regen: +2.00 Spellpower: +12 (+6 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
pixie's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Mag Spellpower: +9 (+4 eff.) Rings can have magical properties. |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Mag Spellpower: +13 (+6 eff.) Rings can have magical properties. |
psionicist's steel ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +8 (+2 eff.) Rings can have magical properties. |
psionicist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +21 (+5 eff.) Confusion immunity: +29% Rings can have magical properties. |
psionicist's voratun ring of the mind (+20%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% mind Changes damage: +20% mind Mental save: +4 (+1 eff.) Rings can have magical properties. |
savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) Changes stats: +2 Con Spell save: +12 (+3 eff.) Maximum stamina: +16.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
sneakthief's voratun ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +10 Cun / +7 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
solipsist's voratun ring of corrosion (+34%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +34% acid Changes damage: +17% acid Mindpower: +11 (+3 eff.) Rings can have magical properties. |
solipsist's voratun ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Disarm immunity: +24% Pinning immunity: +37% Knockback immunity: +24% Maximum life: +20.00 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
stralite ring 'Lightninghash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 arcane Changes stats: +9 Str Changes resistances: +5% arcane Changes damage: +30% lightning Rings can have magical properties. |
titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+2 eff.) Life regen: +1.40 Maximum life: +90.00 Healing mod.: +26% Rings can have magical properties. |
treant's gold ring of lightning (+8%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% nature / +22% lightning Changes damage: +11% lightning Poison immunity: +12% Disease immunity: +13% Rings can have magical properties. |
wizard's stralite ring of the mind (+14%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +14% mind Changes damage: +14% mind Spell save: +12 (+3 eff.) Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
reinforced drakeskin leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +10 (+2 eff.) Physical save: +29 (+6 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
reinforced drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Changes stats: +4 Wil Physical save: +23 (+5 eff.) Mental save: +12 (+3 eff.) Maximum life: +75.00 A belt that goes around your waist. |
skylord's drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil / +5 Cun Physical save: +16 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +16 (+4 eff.) A belt that goes around your waist. |
spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.28 Maximum mana: +28.00 A belt that goes around your waist. |
wyrmwaxed elven-silk cloak of the guardian (13 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +13 (+3 eff.) Changes resistances: +8% acid / +7% fire / +8% cold / +7% lightning Physical save: +17 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +9 Mag Changes resistances penetration: +6% physical / +9% temporal Changes damage: +12% physical / +16% temporal Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +13 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Wil / +6 Mag Changes damage: +12% all Mana each turn: +0.24 Psi each turn: +0.28 Spellpower: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Harion the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Damage (Melee): 11 arcane / 14 temporal Damage (Ranged): 17 temporal Changes stats: +8 Wil / +6 Mag Changes resistances: +9% acid / +6% temporal / +4% arcane Changes damage: +8% temporal Critical mult.: +18.00% Spell crit. chance: +12% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 mind / +4 acid It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of dexterity (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Changes stats: +2 Str / +7 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +27.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Fulyrach the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag Changes resistances: +16% cold / +6% fire Allows you to breathe in: water Spell save: +9 (+2 eff.) Blindness immunity: +15% Cut immunity: +20% Stun/Freeze immunity: +30% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of predation (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Polugabeth the PyreseverInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +5% fire Changes damage: +6% arcane / +9% blight Critical mult.: +10.00% Maximum life: +51.00 Spellpower: +4 (+2 eff.) Light radius: +3 Damage Shield penetration: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Thunderpride'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes resistances: +9% lightning Changes resistances penetration: +10% blight / +9% all Changes damage: +24% blight / +6% lightning Mental save: +12 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 385.20 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 342.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nothing [power 285] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Changes stats: +2 Cun / +2 Wil Maximum wards: +3 physical / +5 mind / +5 darkness Grants telepathy: Dragon Talent cooldown: Silence (-1 turn) Talents granted: +4 Silence +1 Ward Critical mult.: +10.00% Equilibrium when hit: +0.08 It can be used to fire a blast of psionic energies in a range 8 beam dealing 152.47 to 304.95 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of charged psionic shield [power 167] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 167 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation 'Bethidhessra' [power 28] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% mind Changes resistances penetration: +15% acid Changes damage: +9% acid / +12% mind It can be used to teleport randomly (rad 28), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 45] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of kinetic psionic shield [power 143] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing [power 212] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 8 (based on Willpower) for 212, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Crackleking' [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +25% acid Changes damage: +21% lightning Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +35 (+8 eff.) It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of thorny skin [power 107] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 107 and armour hardiness by 70%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of cure ailments [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Boltquick [power 265] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +3 cold Changes resistances penetration: +5% lightning / +10% mind Changes damage: +3% mind Talent granted: +1 Ward Maximum vim: +5.00 It can be used to fire a bolt of a random element with (base) damage 132 to 265, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cobraoozer the dragonbone wand of conjuration [power 535] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +3% temporal Changes resistances penetration: +20% nature Talents cooldown: Strike (-1 turn) Volcano (-2 turns) Talents granted: +4 Void Blast +5 Strike +5 Volcano Physical save: +6 (+2 eff.) Cut immunity: +10% Knockback immunity: +5% Teleport immunity: +5% Only die when reaching: -40.00 life It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cyramitta [power 277] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Fatigue: -10% Changes stats: +6 Str / +9 Mag / +5 Wil / +3 Cun Grants telepathy: Dragon Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 296 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lisurianne the Smolderkiller [power 333] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +18% blight Changes damage: +24% blight / +21% fire Maximum vim: +18.00 It can be used to creates a wall of flames lasting 4 turns (dealing 356 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of conjuration [power 913] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 456 to 913, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
8 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Pusher the Cornac Brawler level 32
45th Dusk 123rd year of Ascendancy at 21:41 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Pusher the Cornac Brawler level 19
74th Regrowth 123rd year of Ascendancy at 23:20 see stats
A living one! (Roguelike)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Pusher the Cornac Brawler level 50
43rd Pyre 124th year of Ascendancy at 08:25 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Pusher the Cornac Brawler level 31
44th Dusk 123rd year of Ascendancy at 07:24 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Pusher the Cornac Brawler level 36
68th Haze 123rd year of Ascendancy at 08:19 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Pusher the Cornac Brawler level 44
11st Pyre 124th year of Ascendancy at 20:09 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Pusher the Cornac Brawler level 34
62nd Haze 123rd year of Ascendancy at 12:25 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Pusher the Cornac Brawler level 12
65th Haze 122nd year of Ascendancy at 20:11 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Pusher the Cornac Brawler level 50
56th Pyre 124th year of Ascendancy at 07:05 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Pusher the Cornac Brawler level 11
12nd Dusk 122nd year of Ascendancy at 22:05 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Pusher the Cornac Brawler level 33
58th Haze 123rd year of Ascendancy at 10:17 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Pusher the Cornac Brawler level 50
42nd Pyre 124th year of Ascendancy at 08:11 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Pusher the Cornac Brawler level 50
51st Pyre 124th year of Ascendancy at 06:42 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Pusher the Cornac Brawler level 19
80th Regrowth 123rd year of Ascendancy at 11:47 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pusher the Cornac Brawler level 22
37th Pyre 123rd year of Ascendancy at 20:12 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Pusher the Cornac Brawler level 45
31st Pyre 124th year of Ascendancy at 21:12 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Pusher the Cornac Brawler level 50
62nd Pyre 124th year of Ascendancy at 21:39 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pusher the Cornac Brawler level 19
74th Regrowth 123rd year of Ascendancy at 22:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Pusher the Cornac Brawler level 10
3rd Summertide 122nd year of Ascendancy at 17:19 see stats
Level 20 (Roguelike)
Got a character to level 20.By Pusher the Cornac Brawler level 20
1st Time of Balance 123rd year of Ascendancy at 07:08 see stats
Level 30 (Roguelike)
Got a character to level 30.By Pusher the Cornac Brawler level 30
26th Dusk 123rd year of Ascendancy at 03:39 see stats
Level 40 (Roguelike)
Got a character to level 40.By Pusher the Cornac Brawler level 40
35th Regrowth 124th year of Ascendancy at 03:32 see stats
Level 50 (Roguelike)
Got a character to level 50.By Pusher the Cornac Brawler level 50
42nd Pyre 124th year of Ascendancy at 06:38 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Pusher the Cornac Brawler level 44
19th Pyre 124th year of Ascendancy at 10:14 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Pusher the Cornac Brawler level 50
43rd Pyre 124th year of Ascendancy at 03:24 see stats
Portal reaver (Roguelike)
Fought the two Sorcerers and closed two invocation portals.By Pusher the Cornac Brawler level 50
42nd Pyre 124th year of Ascendancy at 08:10 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Pusher the Cornac Brawler level 39
31st Regrowth 124th year of Ascendancy at 16:21 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Pusher the Cornac Brawler level 12
25th Dusk 122nd year of Ascendancy at 07:34 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Pusher the Cornac Brawler level 41
64th Regrowth 124th year of Ascendancy at 13:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Pusher the Cornac Brawler level 31
44th Dusk 123rd year of Ascendancy at 07:24 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Pusher the Cornac Brawler level 33
58th Haze 123rd year of Ascendancy at 15:41 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Pusher the Cornac Brawler level 7
3rd Mirth 122nd year of Ascendancy at 19:53 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Pusher the Cornac Brawler level 19
74th Regrowth 123rd year of Ascendancy at 23:20 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Pusher the Cornac Brawler level 50
43rd Pyre 124th year of Ascendancy at 03:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Pusher the Cornac Brawler level 7
5th Mirth 122nd year of Ascendancy at 09:40 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Pusher the Cornac Brawler level 22
19th Pyre 123rd year of Ascendancy at 05:43 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Pusher the Cornac Brawler level 42
80th Regrowth 124th year of Ascendancy at 09:28 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Pusher the Cornac Brawler level 12
65th Haze 122nd year of Ascendancy at 06:16 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Pusher the Cornac Brawler level 37
8th Regrowth 124th year of Ascendancy at 21:14 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Pusher the Cornac Brawler level 23
38th Pyre 123rd year of Ascendancy at 18:52 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Pusher the Cornac Brawler level 30
42nd Dusk 123rd year of Ascendancy at 23:29 see stats
Well trained (Roguelike)
Deal one million damage to training dummies in a single training session.By Pusher the Cornac Brawler level 27
4th Mirth 123rd year of Ascendancy at 03:53 see stats
Log
Pusher stops burning.
Talent Double Strike is ready to use.
Linaniil, Supreme Archmage of Angolwen casts Shock.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Pusher speeds up.
Pusher prepares to block incoming attacks.
Pusher slows down.
Pusher resists!
Linaniil, Supreme Archmage of Angolwen's Shock hits Pusher for (48 resist armour), (576 blocked), 0 lightning (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 27 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Pusher for (48 resist armour), (50 blocked), 0 fire (0 total damage).
Pusher throws two quick punches.
Linaniil, Supreme Archmage of Angolwen casts Flameshock.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Pusher resists the searing flame!
Linaniil, Supreme Archmage of Angolwen hits Pusher for (32 resist armour), 0 nature, (32 resist armour), 0 nature, (32 resist armour), 0 nature (0 total damage).
Pusher hits Linaniil, Supreme Archmage of Angolwen for 77 physical, 70 physical, 78 physical (225 total damage).
Talent Adrenaline Surge is ready to use.
Linaniil, Supreme Archmage of Angolwen casts Freeze.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
You cannot block any more attacks!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Pusher resists!
Linaniil, Supreme Archmage of Angolwen hits Pusher for (48 resist armour), (277 blocked), 49 cold (49 total damage).
Pusher reacts to damage from Linaniil, Supreme Archmage of Angolwen, mitigating the blow!.
Pusher reacts to damage from Linaniil, Supreme Archmage of Angolwen, mitigating the blow!.
Saving game...































































































































