Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Alchemist Notifications 1.3.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Frozen Summoner AI 1.5.10All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: New Gem Types 1.2.4Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Lich Race 1.5.10 Skirmisher Buffs 1.5.1This addon adds Shield Offense & Shield Defense to the Skirmisher while changing their stat requirements to the greater of Strength or Dexterity, and Tireless Combatant has been changed to only use Dexterity. This is my first ever mod, I would like to thank Nsrr & Erenion for making this all possible. Select your Escorts 1.5.10Allows 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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Prismatic Golem |
| Class | Prototype Hero |
| Level / Exp | 29 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 26 on the 46th Haze 122nd year of Ascendancy at 23:19 3 / 4Killed by Belana the skeleton magus at level 29 on the 6th Decay 122nd year of Ascendancy at 13:59 Killed by Belana the skeleton magus at level 29 on the 7th Decay 122nd year of Ascendancy at 01:02 Killed by Rkenan at level 29 on the 7th Decay 122nd year of Ascendancy at 01:07 |
Primary Stats
| Strength | 40 (base 12) |
| Dexterity | 47 (base 12) |
| Constitution | 80 (base 43) |
| Magic | 102 (base 60) |
| Willpower | 66 (base 20) |
| Cunning | 52 (base 15) |
Resources
| Life | 814/910 |
| Mana | 719/839 |
| Psi | 132/156 |
| Positive | 133/134 |
| Healing Factor | 2.07 |
| Regeneration | 2.5875 |
Speed
| Mental | +10% |
| Attack | +10% |
| Movement | -63.333333333333% |
| Spell | +10% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 11 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 38 |
| Crit Chance | 28% |
| APR | 8 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 32% |
| Speed | 0.90909090909091 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 15% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| Lightning | +9% |
| Mind | +6% |
| Blight | +9% |
| Physical | +6% |
| Fire | +41% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 54.511077022654 (88.454810495627%) |
| Defense | 34 |
| Ranged Defense | 42 |
| Fatigue | 21 |
| Physical Save | 39 |
| Spell Save | 53 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 31%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 61%( 70%) |
| Lightning | + 46%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 70% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 385.78 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 473 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1418% for 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 455 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 152.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 65 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yvonor the grizzly bear. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Layekira the giant fire ant. Escort: lost warrior (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vampire lord fang. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. | active |
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! | active |
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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
| Quiver | 222 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Crystal-imbued Gem | bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern 'Lelokath'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Blindness immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Nerymira the iron helm (9 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +12% cold Changes damage: +3% physical Critical mult.: +3.00% Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Smearquencher the pair of iron boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +8 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 physical Changes damage: +3% physical Life regen: +0.40 Only die when reaching: -40.00 life Infravision radius: +2 Healing mod.: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Dayhunger the elm wand of conjuration [power 91] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +12% lightning Disease immunity: +15% Cut immunity: +15% Confusion immunity: +10% Only die when reaching: -80.00 life Light radius: +2 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Gerakira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% acid / +22% fire / +18% lightning Changes damage: +11% fire Pinning immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
| On fingers | copper ring 'Camubar'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +2 Changes stats: +5 Wil / +5 Mag Changes resistances: +2% physical Changes resistances penetration: +10% physical Critical mult.: +12.00% Maximum life: +30.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. |
| Around neck | wanderer's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Blindness immunity: +13% Life regen: +0.60 Stamina each turn: +0.30 Infravision radius: +3 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Stormlash the dragonbone magestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 20% chance to daze at end of turn Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 26 arcane Changes damage: +9% lightning / +30% fire / +6% mind Talent granted: +1 Command Staff Physical save: +10 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.24 Maximum mana: +218.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 cold / 6 arcane / 4 lightning Changes stats: +7 Wil / +6 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | ChokalthostaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +3 Con / +6 Lck Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Trap disarming bonus: +13 Stealth bonus: +7 Mental save: +8 (+3 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Infravision radius: +3 A belt that goes around your waist. |
| Cloak | Chamytar the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Wil / +7 Mag Changes resistances: +6% blight / +15% temporal / +12% darkness Changes resistances penetration: +10% temporal Changes damage: +9% blight Spell save: +7 (+3 eff.) Maximum mana: +53.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emebeth the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +22% Changes stats: +4 Wil / +4 Cun / +1 Con Changes resistances: +10% arcane Spell save: +23 (+8 eff.) Mental save: +10 (+3 eff.) Light radius: +2 Infravision radius: +3 A suit of armour made of metal plates. |
Inventory
biting gale rune of the sneak (119 cold damage; freeze 3 turns with power 47)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 direct a cone of chilling stormwind doing 119.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 47 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
heat beam rune of the duelist (314 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 313.87 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (321 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 320.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your 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. |
manasurge rune of the wizard (1066% regen over 10 turns; 53 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1066% for 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 404 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: 19 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 404 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
ThunderstoneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 8 fire Changes stats: +4 Dex / +3 Cun / +4 Con Changes resistances penetration: +10% fire Changes damage: +3% lightning / +9% fire Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.00 Amulets can have magical properties. |
steel amulet 'Isebrenor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Mag Changes resistances: +16% temporal Changes resistances penetration: +25% arcane / +25% blight Spell save: +6 (+2 eff.) Pinning immunity: +28% Knockback immunity: +27% Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
AeriyarainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +5 Str / +3 Dex / +4 Wil Grants telepathy: Humanoid/Orc Light radius: +1 Infravision radius: +2 Rings can have magical properties. |
MagmavenomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Mag / +4 Wil / +3 Cun / +4 Con Grants telepathy: Dragon Physical save: +8 (+3 eff.) Light radius: +1 Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.57 cold and 17.56 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+3 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
warrior's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Wil, 45% Cun, 10% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 148.71 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
blazebringer's dwarven-steel dagger of amnesia (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +4% fire Global speed: +2% Sharp, short and deadly. |
Eilinorinne the voratun greatmaul (71.5-107.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.5 - 107.3 Uses stat: 121% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +23 acid When wielded/worn: Armour penetration: +16 Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex / +3 Mag Changes resistances penetration: +9% physical / +14% mind / +19% darkness Changes damage: +14% physical Infravision radius: +2 Massive two-handed mauls. |
Ravenbrand (9.5-10.45 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. This natural mindstar calls for a summoner. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 7 fire Changes stats: +4 Cun Changes resistances: +9% darkness / +9% fire Changes resistances penetration: +4% acid / +12% fire / +4% physical / +5% cold Changes damage: +8% acid / +7% physical / +3% darkness / +15% fire / +7% cold Critical mult.: +11.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Bogblood' (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. This harmonious mindstar will complement other natural mindstars. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +5 Wil Changes resistances: +7% nature / +9% temporal Changes resistances penetration: +3% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Reduces incoming crit damage: 10.00% Physical save: +7 (+3 eff.) Disease immunity: +10% Knockback immunity: +5% Equilibrium when hit: +2.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Guwyn (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +10% mind / +10% temporal Changes damage: +15% lightning / +6% temporal / +6% mind Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of greater warding (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 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% When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Armour: +7 Defense: +7 (+3 eff.) Maximum wards: +3 fire Changes damage: +20% fire Talents granted: +1 Command Staff +1 Ward Critical mult.: +7.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Neryra the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Critical mult.: +20.00% Mental save: +6 (+2 eff.) Maximum life: +36.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Hanaharatir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Dex / +3 Wil Changes resistances: +11% darkness / +11% temporal Changes resistances penetration: +5% physical Only die when reaching: -60.00 life Spell crit. chance: +1% Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Huratar' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +2% Critical mult.: +9.00% Mental save: +6 (+2 eff.) Stun/Freeze immunity: +5% Life regen: +1.50 Only die when reaching: -80.00 life Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Changes stats: +4 Str Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Chargehunger' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +8 (+3 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Str Changes damage: +6% lightning Life regen: +0.60 Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.90 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Crystalline Steel shield (6 def, 2 armour, 53.125 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When wielded/worn: Physical power: +12 (+5 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Talent granted: +2 Block Spellpower: +12 (+3 eff.) It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Handheld deflection devices. Transformed with the power of the Spellblaze. |
Turaregolathahir the Galewasp (8 def, 10 armour, 130 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 8% chance to cause random gloom Effects when hit in melee: * 18% chance to cause random gloom Damage when hit (Melee): 13 ice / 12 arcane Changes stats: +3 Wil Changes resistances: +15% cold Changes damage: +6% lightning Talent granted: +3 Block Handheld deflection devices. |
deflecting dwarven-steel shield (14 def, 2 armour, 82 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +14 (+6 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Deflect projectiles away: +10% Handheld deflection devices. |
warded voratun shield (12 def, 3 armour, 197.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Maximum wards: +5 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
4 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
344 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 365 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 geode 2 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
Offalvagrant [power 152] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +9 Mag / +2 Con Reduces incoming crit damage: 15.00% It can be used to heal a target within range 8 (based on Willpower) for 152, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
Bethalle the Kilnpain [power 283] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Disarm immunity: +20% It can be used to fire a bolt of a random element with (base) damage 142 to 283, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Jetfury [power 151] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Changes resistances: +3% darkness Talent cooldown: Strike (-2 turns) Talents granted: +2 Void Blast +3 Strike It can be used to fire a bolt of a random element with (base) damage 76 to 151, 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. |
opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Rkenan the Prismatic Golem Prototype Hero level 20
15th Haze 122nd year of Ascendancy at 18:12 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rkenan the Prismatic Golem Prototype Hero level 10
1st Dusk 122nd year of Ascendancy at 07:42 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Rkenan the Prismatic Golem Prototype Hero level 23
30th Haze 122nd year of Ascendancy at 19:27 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Rkenan the Prismatic Golem Prototype Hero level 10
1st Dusk 122nd year of Ascendancy at 07:40 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Rkenan the Prismatic Golem Prototype Hero level 20
14th Haze 122nd year of Ascendancy at 07:32 see stats
Lost in translation (Madness (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Rkenan the Prismatic Golem Prototype Hero level 5
77th Pyre 122nd year of Ascendancy at 20:47 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Rkenan the Prismatic Golem Prototype Hero level 19
59th Dusk 122nd year of Ascendancy at 07:53 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Rkenan the Prismatic Golem Prototype Hero level 23
30th Haze 122nd year of Ascendancy at 20:22 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Rkenan the Prismatic Golem Prototype Hero level 3
75th Pyre 122nd year of Ascendancy at 01:22 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Rkenan the Prismatic Golem Prototype Hero level 9
3rd Mirth 122nd year of Ascendancy at 02:53 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Rkenan the Prismatic Golem Prototype Hero level 10
11st Dusk 122nd year of Ascendancy at 04:40 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Rkenan the Prismatic Golem Prototype Hero level 24
33rd Haze 122nd year of Ascendancy at 04:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Rkenan the Prismatic Golem Prototype Hero level 16
37th Dusk 122nd year of Ascendancy at 17:43 see stats
Log
Skeleton master archer's Shoot hits Rkenan for 86 physical damage.
Ce'Nytira the icy orc wyrmic's temporal clone's Arrow Stitching hits Rkenan for 128 physical, 8 fire, 13 nature, 8 temporal (157 total damage).
Belana the skeleton magus's Steady Shot hits Rkenan for 600 physical damage.
Ce'Nytira the icy orc wyrmic's Arrow Stitching hits Rkenan for 226 physical, 16 fire, 25 nature, 16 temporal (283 total damage).
Rkenan the level 29 prismatic golem prototype hero was raked to death by Belana the skeleton magus on level 1 of Dreadfell.
You have 3 life(s) left.
The smoke around Rkenan dissipate.
Rkenan deactivates Arcane Shield.
Rkenan deactivates Crystalline Focus.
Rkenan is no longer poisoned.
Rkenan deactivates Chant of Fortress.
Rkenan deactivates Blurred Mortality.
Rkenan deactivates Defensive Posture.
Rkenan deactivates Shielding.
Rkenan speeds up.
Rkenan deactivates Quicken Spells.
Rkenan deactivates Beyond the Flesh.
You carry too much--you are encumbered!
Drop some of your items.
Rkenan deactivates Stone Skin.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ce'Nytira the icy orc wyrmic's Arrow Stitching killed Rkenan!
Talent Rune: Manasurge is ready to use.
Rkenan activates Beyond the Flesh.
Saving done.
Saving game...






























































































