Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. ZOmnibus Addon Pack 1.5.0Combines 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: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum 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. Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 50 / 3863% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 64 (base 19) |
Dexterity | 150.28 (base 64) |
Constitution | 42 (base 7) |
Magic | 135.28 (base 63) |
Willpower | 125.28 (base 60) |
Cunning | 81 (base 26) |
Resources
Life | 1426/1426 |
Paradox | 756 |
Healing Factor | 1.7264150943398 |
Regeneration | 113.62922463144 |
Speed
Mental | +52.60739178594% |
Attack | +52.60739178594% |
Movement | 0% |
Spell | +52.60739178594% |
Global | +135.07159452396% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 9 |
See Stealth | 72.59959692269 |
See Invisible | 80.59959692269 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 85 |
Accuracy | 108 |
Crit Chance | 86% |
APR | 28 |
Speed | 0.66 |
Offense: Offhand
Damage | 17 |
Accuracy | 108 |
Crit Chance | 82% |
APR | 22 |
Speed | 0.66 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 73% |
Speed | 0.65527625385452 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 49% |
Speed | 0.65527625385452 |
Offense: Damage Bonus
All | +35% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 85.368327183719 (100%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 62 |
Mental Save | 84 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 236% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 267% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (66% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 896 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 23 for 10 turns. While Heroism is active, you will only die when reaching -793 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 Willpower stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is surrounded by a time distortion, absorbing 593/593 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 51%. Time Shield |
beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is regaining 60 life per turn and refreshing talents at twice the normal rate. Invigorate |
beneficial effect | Increases your three highest stats by 19 and keeps you from dying even if your life drops to -695. Heroism |
beneficial effect | Increases global action speed by 35%. Haste |
beneficial effect | Increases attack, spell, and mind speed by 53%. 3 Time Dilation |
beneficial effect | Each turn will fire an arrow at Training Dummy. Arrow Echoes |
beneficial effect | Focused on Training Dummy, +23% critical damage and +23% critical hit chance against this target. Warden's Focus |
beneficial effect | Displacing 31% of all damage on to a random enemy. Webs of Fate |
beneficial effect | The target has a 82% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
beneficial effect | The target's accuracy and power have been increased by 24. 3 Fateweaver |
beneficial effect | The target's defense and saves have been increased by 15. 3 Spin |
beneficial effect | Chronomancy spells cast by the target will not produce minor anomalies. Static History |
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 |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | 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 Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 40. | 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 Marus of Elvala in creating an elixir of mysticism. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 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 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 | Hydunarig (0 def, 15 armour) Hydunarig (0 def, 15 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +6 Mag / +6 Wil Changes resistances: +3% blight / +30% temporal / +30% darkness Changes resistances penetration: +20% temporal / +17% darkness / +15% mind Changes damage: +6% arcane Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.60 Hate when firing a critical mind attack: +3.00 Maximum mana: +58.00 Maximum hate: +6.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +7% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +27% A pair of boots made of leather. |
Light source | dwarven lantern 'Bethabeth' dwarven lantern 'Bethabeth' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes stats: +4 Str / +3 Dex Changes resistances: +9% lightning Changes damage: +20% light Spell save: +20 (+5 eff.) Mental save: +15 (+3 eff.) Silence immunity: +20% Stun/Freeze immunity: +35% Only die when reaching: -60.00 life Light radius: +9 See stealth: +31 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Silence immunity: +0% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | drakeskin leather gloves 'Swampwing' (0 def, 3 armour) drakeskin leather gloves 'Swampwing' (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +19.0% Armour: +3 Damage when hit (Melee): 8 nature Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +15% acid / +5% arcane Changes damage: +9% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Critical mult.: +15.00% Physical save: +25 (+6 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +150% Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.24 Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Crit. chance: +31.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Nerodara [power 69] (20 cooldown) Nerodara [power 69] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +6 Wil / +6 Con Changes damage: +12% physical Mental save: +30 (+6 eff.) It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Amofast the Magmawither Amofast the MagmawitherCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +16 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes stats: +8 Cun / +9 Dex Changes resistances: +6% darkness / +6% temporal Changes damage: +12% fire / +7% all Disarm immunity: +39% Pinning immunity: +42% Knockback immunity: +40% Maximum life: +48.00 Spellpower: +15 (+3 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 587.00 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 6 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
In main hand | Bregyfast the dragonbone magestaff (136% power, 6 apr, temporal element) Bregyfast the dragonbone magestaff (136% power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +19.0% Physical power: +10 (+2 eff.) Changes stats: +4 Str / +4 Mag / +4 Wil Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +30 (+8 eff.) Spell save: +9 (+3 eff.) Mental save: +3 (+0 eff.) Mana each turn: +5.00 Maximum mana: +96.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
Around waist | Delaromilar the Dimbloom Delaromilar the Dimbloom Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Fatigue: -20% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Wil Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +6% physical Changes damage: +6% mind / +11% physical Critical mult.: +8.00% Maximum encumbrance: +50 Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stat: 0% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Mana each turn: +5.00 Maximum mana: +50.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). The bottom part of Telos' broken staff. |
Cloak | elven-silk cloak 'Skybrand' (3 def, 0 armour) elven-silk cloak 'Skybrand' (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 lightning / 20 fire Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +30% lightning Changes damage: +12% lightning Talent mastery: +0.40 Technique / Combat training Critical mult.: +26.00% Spell save: -30 (-9 eff.) Mental save: +30 (+6 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.40 Mana each turn: -0.59 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +10 Str / +10 Dex / +10 Mag / +16 Wil / +14 Cun / +13 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
medical injector implant of the psychic (efficiency 253% / cooldown 52%) medical injector implant of the psychic (efficiency 253% / cooldown 52%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 253% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 24) steam generator implant of the duelist (steam 24)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (66% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.8 steam per turn. Can be activated for an instant burst of 119 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 678 over 5 turns) regeneration infusion of the psychic (heal 678 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: Standard (66% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 678 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 592 over 5 turns) regeneration infusion of the sneak (heal 592 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: 17 Travel Speed: instantaneous Usage Speed: Standard (66% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 867 over 5 turns) regeneration infusion of the wizard (heal 867 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: Standard (66% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 867 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 36%; cure mental, magical) wild infusion of the duelist (resist 36%; cure mental, magical)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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 sneak (resist 18%; cure mental) wild infusion of the sneak (resist 18%; cure 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 (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 18% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 24%; cure mental, physical) wild infusion of the warrior (resist 24%; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
movement infusion of the wizard (903% speed; 7 turns) movement infusion of the wizard (903% speed; 7 turns)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 903% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 of the wizard (1083% speed; 6 turns) movement infusion of the wizard (1083% speed; 6 turns)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1083% 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 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. |
heroism infusion of the sneak (+16 for 12 turns, die at -851) heroism infusion of the sneak (+16 for 12 turns, die at -851)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: 25 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 16 for 12 turns. While Heroism is active, you will only die when reaching -851 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the titan (+13 for 9 turns, die at -461) heroism infusion of the titan (+13 for 9 turns, die at -461)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -461 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. Press to compare to your current inscriptions |
heroism infusion of the titan (+12 for 10 turns, die at -495) heroism infusion of the titan (+12 for 10 turns, die at -495)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 (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -495 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. Press to compare to your current inscriptions |
phase door rune of the warrior (range 12; power 39; dur 5) phase door rune of the warrior (range 12; power 39; 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: 9 Travel Speed: instantaneous Usage Speed: Spell (66% of a 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 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
shielding rune of the duelist (absorb 620 for 5 turns) shielding rune of the duelist (absorb 620 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 620 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 735 for 6 turns) shielding rune of the psychic (absorb 735 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 735 damage for 6 turns. 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. |
shielding rune of the psychic (absorb 659 for 4 turns) shielding rune of the psychic (absorb 659 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 659 damage for 4 turns. 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. |
shielding rune of the sneak (absorb 325 for 5 turns) shielding rune of the sneak (absorb 325 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 325 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 600 for 6 turns) shielding rune of the wizard (absorb 600 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 6 turns. 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. |
controlled phase door rune of the duelist (range 17) controlled phase door rune of the duelist (range 17)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: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. 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. |
controlled phase door rune of the wizard (range 16) controlled phase door rune of the wizard (range 16)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: Spell (66% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Lightquarry' stralite amulet 'Lightquarry'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Wil / +3 Mag Changes resistances: +22% lightning Changes damage: +21% arcane Critical mult.: +15.00% Stun/Freeze immunity: +40% Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% 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. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 353.18 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. 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. |
Gonor GonorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -9% Changes stats: +17 Dex / +5 Wil / +10 Cun / +4 Con Changes resistances: +3% fire / +3% cold Mental save: +15 (+3 eff.) Confusion immunity: +24% Stun/Freeze immunity: +15% Life regen: +0.90 Stamina each turn: +0.90 Mindpower: +10 (+3 eff.) Movement speed: +10% 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. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Nimbusblack' voratun amulet 'Nimbusblack'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Fatigue: -8% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +6 Dex / +7 Cun / +6 Con Changes resistances: +10% light / +10% darkness Critical mult.: +30.00% Blindness immunity: +36% Life regen: +1.20 Stamina each turn: +0.70 Mindpower: +4 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
steel ring 'Drydur' steel ring 'Drydur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +18 Changes stats: +6 Str Changes resistances: +6% darkness / +6% temporal Physical save: +30 (+8 eff.) Blindness immunity: +20% Silence immunity: +15% Pinning immunity: +15% Rings can have magical properties. |
Halilathadar HalilathadarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 16 blight Changes damage: +9% physical Spell save: +9 (+3 eff.) Mental save: +18 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +38% Life regen: +3.20 Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Mirakath the Cracklewell Mirakath the CracklewellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +9% lightning Changes resistances penetration: +30% lightning / +20% temporal / +20% arcane Changes damage: +9% temporal Spell save: +18 (+5 eff.) Maximum vim: +40.00 Spell crit. chance: +3% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Beadudir the Torchsweeper Beadudir the TorchsweeperPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +9 Dex / +6 Mag / +7 Wil / +8 Cun Changes resistances penetration: +20% fire / +15% physical Changes damage: +6% arcane Physical save: +20 (+5 eff.) Blindness immunity: +27% Spellpower: +13 (+2 eff.) Infravision radius: +5 See stealth: +19 See invisible: +25 Rings can have magical properties. |
Glarerace the voratun ring Glarerace the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: -9% Changes stats: +10 Wil Changes resistances: +40% lightning / +6% mind Changes damage: +20% lightning / +6% light Maximum encumbrance: +40 Mental save: +20 (+4 eff.) Disease immunity: +20% Silence immunity: +5% Rings can have magical properties. |
Khelydur KhelydurPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes resistances: +38% light / +9% acid Changes damage: +9% acid / +19% light / +12% mind Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +8 (+1 eff.) Spell crit. chance: +7% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
gladiator's voratun ring of tenacity gladiator's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +10 Str / +10 Con Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +49% Maximum life: +41.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
yew starstaff 'Gyregorath' (120% power, 4 apr, temporal element) yew starstaff 'Gyregorath' (120% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Damage (Melee): 21 fire Changes resistances: +3% mind / +3% acid Changes resistances penetration: +5% acid / +15% mind Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +34.00% Mana each turn: +0.13 Maximum mana: +61.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Xolerin' (136% power, 6 apr, temporal element) dragonbone magestaff 'Xolerin' (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 blight When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+4 eff.) Changes stats: +2 Con / +1 Wil Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +15 (+3 eff.) Pinning immunity: +15% Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +41 (+8 eff.) Spell crit. chance: +9% Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Hettigar the Sunvice (188% power, 4 apr) Hettigar the Sunvice (188% power, 4 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 188% Range: 1.5x Uses stat: 120% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +66% Burst (radius 2) on crit: +12 light When wielded/worn: Critical mult.: +20.00% Maximum mana: +80.00 Maximum vim: +20.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Sawrd (136% power, 19 apr) Sawrd (136% power, 19 apr)Requires: - Magic 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
voratun greatsword 'Polothra' (171% power, 4 apr) voratun greatsword 'Polothra' (171% power, 4 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Burst (radius 1) on hit: +4 blight / +8 mind Damage against: +28% Living When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% blight Grants telepathy: All Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
Ce'Nokira the Murkwyrd (154% power, 6 apr) Ce'Nokira the Murkwyrd (154% power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +49 insidious poison When wielded/worn: Armour penetration: +15 Physical crit. chance: +1.0% Damage when hit (Melee): 12 temporal Changes resistances: +6% temporal Changes resistances penetration: +13% physical Changes damage: +9% darkness / +15% physical Life regen: +0.40 Blunt and deadly. |
Malediction (167% power, 15 apr) Malediction (167% power, 15 apr)Requires: - Magic 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
The Long-Arm The Long-ArmRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
quiver of elven-wood arrows 'Infernoqueller' (17/17, 171% power, 14 apr) quiver of elven-wood arrows 'Infernoqueller' (17/17, 171% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 172% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 Damage (Ranged): +40 fire Burst (radius 1) on hit: +24 fire Arrows are used with bows to pierce your foes to death. |
Abyssbrawn (48/48, 185% power, 36 apr) Abyssbrawn (48/48, 185% power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 185% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +3.0% Capacity: 48 Turns elapse between self-loadings: 0 On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Ranged): +29 lightning / +8 fire / +8 mind Burst (radius 1) on hit: +8 mind / +4 fire Burst (radius 2) on crit: +24 fire Arrows are used with bows to pierce your foes to death. |
Arkul's Siege Arrows (0/14, 180% power, 100 apr) Arkul's Siege Arrows (0/14, 180% power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 70% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Belomira the quiver of dragonbone arrows (106/106, 186% power, 51 apr) Belomira the quiver of dragonbone arrows (106/106, 186% power, 51 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 187% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +51 Crit. chance: +3.0% Capacity: 106 Turns elapse between self-loadings: -6 On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Travel speed: +200% Damage (Ranged): +27 bleed Burst (radius 2) on crit: +4 physical When wielded/worn: Arrows are used with bows to pierce your foes to death. |
Glowclamor the quiver of dragonbone arrows (23/23, 165% power, 18 apr) Glowclamor the quiver of dragonbone arrows (23/23, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 53% chance to blind * 53% chance to daze at end of turn Damage (Ranged): +32 darkness / +8 blight / +23 cold / +28 light Burst (radius 1) on hit: +16 light / +16 lightning Burst (radius 2) on crit: +24 light Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Polomira' (23/23, 166% power, 18 apr) quiver of dragonbone arrows 'Polomira' (23/23, 166% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to corrode armour by 30% * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Ranged): +51 mind / +24 darkness Burst (radius 1) on hit: +24 mind / +4 acid Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
Haludehek (24/24, 202% power, 26 apr) Haludehek (24/24, 202% power, 26 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 202% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +26 Crit. chance: +30.0% Capacity: 24 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Travel speed: +400% Damage (Ranged): +16 blight / +12 temporal Burst (radius 2) on crit: +4 temporal Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Sunwrack' (23/51, 179% power, 17 apr) pouch of voratun shots 'Sunwrack' (23/51, 179% power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +7.0% Capacity: 51 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to blind * 15% chance to disease * 25% chance for lightning to arc to a second target Damage (Ranged): +17 lightning / +8 light / +10 blight Burst (radius 1) on hit: +4 light / +8 mind Shots are used with slings to pummel your foes to death. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Rainbraid RainbraidCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 24 nature Changes resistances: +13% fire / +13% cold Changes resistances penetration: +30% nature Critical mult.: +30.00% Mana when firing critical spell: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Balydurin the pair of rough leather boots (0 def, 1 armour) Balydurin the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -14% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +2 Str / +2 Dex / +5 Wil / +4 Cun Maximum encumbrance: +26 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% It can be used to boost speed by 60% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
pair of drakeskin leather boots 'Glorovena' (0 def, 9 armour) pair of drakeskin leather boots 'Glorovena' (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +6 Str / +9 Mag / +8 Con Changes resistances: +12% blight / +10% fire / +6% darkness / +12% cold Changes damage: +8% acid / +9% physical / +6% temporal / +8% blight Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Disease immunity: +44% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Spellpower: +9 (+1 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Breezestalker (0 def, 3 armour) Breezestalker (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +4 Wil / +3 Cun / +7 Con Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Disarm immunity: +0% Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cracklecast (0 def, 3 armour) Cracklecast (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 15 blight / 38 arcane Changes stats: +23 Mag / +20 Wil Changes resistances: +19% arcane / +8% blight Changes resistances penetration: +25% lightning Changes damage: +11% blight / +12% fire / +11% arcane Disarm immunity: +0% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Manathrust (20% chance level 6). On weapon hit: * Slows global speed by 20% Damage (Melee): +49 arcane Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +15 blight / +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 179.49 fire damage and 164.84 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Lorydunarek (0 def, 3 armour) Lorydunarek (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 15 lightning Changes stats: +5 Str / +14 Dex / +6 Mag / +4 Wil / +13 Cun Changes resistances: +10% lightning Changes damage: +10% arcane / +11% lightning Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +15 (+4 eff.) Maximum hate: +4.00 Maximum psi: +59.00 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +13 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +19 arcane Burst (radius 2) on crit: +13 arcane / +12 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazebright the voratun gauntlets (0 def, 3 armour) Blazebright the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 darkness / 15 nature / 40 mind Damage when hit (Melee): 8 arcane Changes stats: +6 Dex / +6 Mag / +6 Cun Changes resistances: +10% light / +9% fire / +10% darkness / +10% nature Changes damage: +11% nature / +3% lightning Mental save: -5 (-1 eff.) Silence immunity: +15% Disarm immunity: +0% Pinning immunity: +10% Knockback immunity: +15% Mindpower: +10 (+3 eff.) Infravision radius: +2 When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). Burst (radius 2) on crit: +50 light / +50 darkness / +15 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% 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 Heavy 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% Disarm immunity: +0% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 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 (Melee): +20 arcane 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. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Disarm immunity: +0% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Cun, 40% Mag, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.6 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Camalin the cashmere wizard hat (2 def, 0 armour) Camalin the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% nature Changes resistances penetration: +25% blight Changes damage: +15% nature Spell save: +30 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Cuthilathalach' (3 def, 2 armour) elven-silk wizard hat 'Cuthilathalach' (3 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +3 (+1 eff.) Changes stats: +14 Mag / +13 Wil / +9 Cun / +5 Con Changes resistances: +6% mind Changes damage: +18% arcane Mental save: +22 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum life: +20.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Poralewen (0 def, 5 armour) Poralewen (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +16 Str / +8 Dex / +12 Wil / +0 Cun Changes resistances: +15% blight / +11% physical Changes resistances penetration: +10% blight Changes damage: +15% blight Physical save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Light radius: +2 A hat made of leather. Very stylish. |
Xalaith (0 def, 8 armour) Xalaith (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +17% cold / +12% nature / +9% light Allows you to breathe in: water Mental save: +18 (+3 eff.) Cut immunity: +10% Confusion immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Sunquake the voratun helm (0 def, 5 armour) Sunquake the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 8 physical Changes stats: +8 Str / +17 Lck / +5 Con Changes resistances: +12% light Changes damage: +9% light Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +0 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 690.7 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst 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. |
10 bloodstone 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. |
7 fire opal 7 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 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
207 alchemist agate 207 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 See stealth: +0 Healing mod.: +10% It can be used to call light (167 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
mastercraft focus lens mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft mana coil mastercraft mana coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon / staff' When attach to an other item: Mana each turn: +4.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 43] powerful frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 267% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (43% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 584] powerful healing salve [power 584]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 267% efficiency and 51% cooldown modifier. It can be used to heal 584, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing fiery salve [power 56] amazing fiery salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 267% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (56% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing pain suppressor salve [power 708] amazing pain suppressor salve [power 708]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 267% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -708 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 56] amazing water salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 267% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (56% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven-steel pickaxe 'Ce'Nugassra' (dig speed 32 turns) dwarven-steel pickaxe 'Ce'Nugassra' (dig speed 32 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +4 Mag Changes resistances: +9% acid / +2% physical Changes damage: +6% temporal Cut immunity: +15% Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Maximum mana: +31.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 541.97 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 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." |
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 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1000.51 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Blindgrit [power 2] (10 cooldown) Blindgrit [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light / +15% lightning Changes resistances penetration: +20% light Talent granted: +4 Telekinetic Blast Light radius: +3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of thorny skin 'Xanekira' [power 90] (20 cooldown) dragonbone totem of thorny skin 'Xanekira' [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag Changes damage: +12% arcane Spellpower on spell critical (stacks up to 3 times): +12 Damage Shield penetration: +40% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of thorny skin [power 138] (29 cooldown) overpowered dragonbone totem of thorny skin [power 138] (29 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 138 and armour hardiness by 70%, putting all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
Runaregovon [power 295] (10 cooldown) Runaregovon [power 295] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +25% blight Changes damage: +12% arcane Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Spell save: +30 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Branugafast' [power 16] (6 cooldown) dragonbone wand of clairvoyance 'Branugafast' [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+2 eff.) Armour: +8 Changes stats: +5 Con Changes resistances: +9% mind / +12% fire Changes damage: +9% physical Poison immunity: +20% Knockback immunity: +20% Only die when reaching: -99.00 life It can be used to reveal the area around you, dispelling darkness (radius 16, power 103 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. 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.
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
By Archer the Cornac Temporal Warden level 39
57th Pyre 123rd year of Ascendancy at 02:23 see stats
By Archer the Cornac Temporal Warden level 50
49th Haze 123rd year of Ascendancy at 05:52 see stats
By Archer the Cornac Temporal Warden level 38
25th Pyre 123rd year of Ascendancy at 08:12 see stats
By Archer the Cornac Temporal Warden level 48
1st Summertide 123rd year of Ascendancy at 20:57 see stats
By Archer the Cornac Temporal Warden level 44
6th Mirth 123rd year of Ascendancy at 04:41 see stats
By Archer the Cornac Temporal Warden level 50
41st Dusk 125th year of Ascendancy at 04:05 see stats
By Archer the Cornac Temporal Warden level 50
72nd Dusk 123rd year of Ascendancy at 11:37 see stats
By Archer the Cornac Temporal Warden level 44
79th Pyre 123rd year of Ascendancy at 10:02 see stats
By Archer the Cornac Temporal Warden level 50
27th Dusk 125th year of Ascendancy at 22:27 see stats
By Archer the Cornac Temporal Warden level 50
23rd Haze 123rd year of Ascendancy at 10:41 see stats
By Archer the Cornac Temporal Warden level 50
49th Regrowth 124th year of Ascendancy at 23:37 see stats
By Archer the Cornac Temporal Warden level 13
27th Dusk 122nd year of Ascendancy at 22:46 see stats
By Archer the Cornac Temporal Warden level 42
76th Pyre 123rd year of Ascendancy at 00:34 see stats
By Archer the Cornac Temporal Warden level 50
15th Haze 123rd year of Ascendancy at 20:00 see stats
By Archer the Cornac Temporal Warden level 34
17th Pyre 123rd year of Ascendancy at 08:19 see stats
By Archer the Cornac Temporal Warden level 50
28th Dusk 125th year of Ascendancy at 15:20 see stats
By Archer the Cornac Temporal Warden level 24
73rd Haze 122nd year of Ascendancy at 18:15 see stats
By Archer the Cornac Temporal Warden level 29
8th Allure 123rd year of Ascendancy at 00:42 see stats
By Archer the Cornac Temporal Warden level 50
8th Allure 124th year of Ascendancy at 21:05 see stats
By Archer the Cornac Temporal Warden level 50
1st Wintertide 124th year of Ascendancy at 07:48 see stats
By Archer the Cornac Temporal Warden level 36
21st Pyre 123rd year of Ascendancy at 18:29 see stats
By Archer the Cornac Temporal Warden level 31
4th Regrowth 123rd year of Ascendancy at 11:54 see stats
By Archer the Cornac Temporal Warden level 46
6th Mirth 123rd year of Ascendancy at 13:12 see stats
By Archer the Cornac Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 06:43 see stats
By Archer the Cornac Temporal Warden level 20
7th Haze 122nd year of Ascendancy at 00:26 see stats
By Archer the Cornac Temporal Warden level 30
8th Allure 123rd year of Ascendancy at 00:42 see stats
By Archer the Cornac Temporal Warden level 40
61st Pyre 123rd year of Ascendancy at 12:38 see stats
By Archer the Cornac Temporal Warden level 50
17th Dusk 123rd year of Ascendancy at 18:03 see stats
By Archer the Cornac Temporal Warden level 50
46th Dusk 125th year of Ascendancy at 14:07 see stats
By Archer the Cornac Temporal Warden level 50
7th Allure 124th year of Ascendancy at 08:04 see stats
By Archer the Cornac Temporal Warden level 27
1st Wintertide 123rd year of Ascendancy at 07:27 see stats
By Archer the Cornac Temporal Warden level 50
42nd Haze 123rd year of Ascendancy at 06:20 see stats
By Archer the Cornac Temporal Warden level 12
10th Dusk 122nd year of Ascendancy at 20:20 see stats
By Archer the Cornac Temporal Warden level 27
1st Wintertide 123rd year of Ascendancy at 07:27 see stats
By Archer the Cornac Temporal Warden level 40
66th Pyre 123rd year of Ascendancy at 21:53 see stats
By Archer the Cornac Temporal Warden level 50
45th Dusk 123rd year of Ascendancy at 07:06 see stats
By Archer the Cornac Temporal Warden level 33
11st Pyre 123rd year of Ascendancy at 11:29 see stats
By Archer the Cornac Temporal Warden level 43
76th Pyre 123rd year of Ascendancy at 02:07 see stats
By Archer the Cornac Temporal Warden level 50
28th Dusk 125th year of Ascendancy at 15:19 see stats
By Archer the Cornac Temporal Warden level 10
2nd Flare 122nd year of Ascendancy at 06:44 see stats
By Archer the Cornac Temporal Warden level 50
7th Allure 124th year of Ascendancy at 10:08 see stats
By Archer the Cornac Temporal Warden level 31
45th Regrowth 123rd year of Ascendancy at 18:33 see stats
By Archer the Cornac Temporal Warden level 50
28th Dusk 125th year of Ascendancy at 15:20 see stats
By Archer the Cornac Temporal Warden level 50
22nd Haze 123rd year of Ascendancy at 16:23 see stats
By Archer the Cornac Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 19:12 see stats
By Archer the Cornac Temporal Warden level 23
46th Haze 122nd year of Ascendancy at 06:48 see stats
By Archer the Cornac Temporal Warden level 49
15th Dusk 123rd year of Ascendancy at 09:10 see stats
By Archer the Cornac Temporal Warden level 31
44th Regrowth 123rd year of Ascendancy at 23:35 see stats
By Archer the Cornac Temporal Warden level 25
75th Haze 122nd year of Ascendancy at 17:38 see stats
By Archer the Cornac Temporal Warden level 17
53rd Dusk 122nd year of Ascendancy at 04:31 see stats
By Archer the Cornac Temporal Warden level 37
24th Pyre 123rd year of Ascendancy at 07:52 see stats
Log
Arrow Echoes is still on cooldown for 9 turns.
Saving game...
Arrow Echoes is still on cooldown for 9 turns.
Arrow Echoes is still on cooldown for 9 turns.
Saving done.
Saving game...
Arrow Echoes is still on cooldown for 9 turns.
Saving done.
Archer deactivates Chant of Fortitude.
Archer slows down.
Archer stops weaving fate.
Archer is no longer embeded in time.
Archer is no longer invigorated.
The fabric of spacetime around Archer has returned to normal.
Archer stops spinning fate.
Archer deactivates Contingency.
Archer deactivates Weapon Folding.