










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Adventuring Party 1.5.1Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Doctornull's Class Pack 1.4.2This 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 | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 36 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 13 on the 18th Dusk 122nd year of Ascendancy at 01:15 / 30Killed by snow giant boulder thrower at level 13 on the 19th Dusk 122nd year of Ascendancy at 08:35 Killed by Glyseta the snow giant chieftain at level 13 on the 19th Dusk 122nd year of Ascendancy at 09:04 Killed by fire drake at level 14 on the 20th Dusk 122nd year of Ascendancy at 19:38 Killed by fire drake at level 14 on the 21st Dusk 122nd year of Ascendancy at 04:58 Killed by fire drake hatchling at level 14 on the 22nd Dusk 122nd year of Ascendancy at 21:47 Killed by snow giant boulder thrower at level 15 on the 27th Dusk 122nd year of Ascendancy at 10:39 Killed by greater teluvorta at level 16 on the 28th Dusk 122nd year of Ascendancy at 23:24 Killed by ultimate telugoroth at level 16 on the 29th Dusk 122nd year of Ascendancy at 11:31 Killed by Urkis, the High Tempest at level 19 on the 45th Dusk 122nd year of Ascendancy at 10:49 Killed by Urkis, the High Tempest at level 19 on the 45th Dusk 122nd year of Ascendancy at 19:07 Killed by Urkis, the High Tempest at level 19 on the 46th Dusk 122nd year of Ascendancy at 02:50 Killed by storm drake hatchling at level 19 on the 46th Dusk 122nd year of Ascendancy at 10:13 Killed by Urkis, the High Tempest at level 19 on the 46th Dusk 122nd year of Ascendancy at 17:28 Killed by skeleton warrior at level 20 on the 48th Dusk 122nd year of Ascendancy at 02:04 Killed by Jane, the Phoenix at level 20 on the 65th Dusk 122nd year of Ascendancy at 14:48 Killed by Sandworm Queen at level 21 on the 12nd Haze 122nd year of Ascendancy at 05:48 Killed by Xerille the Guardian at level 23 on the 27th Haze 122nd year of Ascendancy at 22:12 Killed by Yvudhetira the Guardian at level 23 on the 29th Haze 122nd year of Ascendancy at 18:51 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 1st Regrowth 123rd year of Ascendancy at 17:06 Killed by Jane, the Phoenix at level 26 on the 11st Regrowth 123rd year of Ascendancy at 04:05 Killed by elven corruptor at level 30 on the 37th Pyre 123rd year of Ascendancy at 22:52 Killed by elven corruptor at level 31 on the 38th Pyre 123rd year of Ascendancy at 16:07 Killed by elven corruptor at level 31 on the 39th Pyre 123rd year of Ascendancy at 05:20 Killed by Grand Corruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 02:26 Killed by skeleton warrior at level 32 on the 51st Pyre 123rd year of Ascendancy at 23:54 Killed by fire wyrm at level 33 on the 59th Pyre 123rd year of Ascendancy at 09:15 Killed by The Master at level 34 on the 66th Pyre 123rd year of Ascendancy at 22:15 Killed by Cyretta the war bear at level 35 on the 5th Mirth 123rd year of Ascendancy at 20:43 Killed by Jane, the Phoenix at level 36 on the 2nd Flare 123rd year of Ascendancy at 13:11 |
Primary Stats
| Strength | 70 (base 56) |
| Dexterity | 79 (base 57) |
| Constitution | 30 (base 13) |
| Magic | 17 (base 12) |
| Willpower | 22 (base 12) |
| Cunning | 46 (base 33) |
Resources
| Life | 792/792 |
| Stamina | 225/225 |
| Healing Factor | 1.3200000000001 |
| Regeneration | 3.1020000000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 62 |
| Crit Chance | 24% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 100 |
| Accuracy | 62 |
| Crit Chance | 26% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +18% |
| Temporal | +6% |
| Nature | +9% |
| Mind | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +40% |
| Light | +15% |
| Blight | +10% |
| Cold | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 49 (87.462686567164%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 6 |
| Physical Save | 50 |
| Spell Save | 43 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 8%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 44% |
| Silence Resistance | 35% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 11 for 8 turns. While Heroism is active, you will only die when reaching -360 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. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Finishing moves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 4/50 |
| 37/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Close Combat Management |
| talent | Lacerating Strikes |
| talent | Adventure Friendly Fire Disabler |
| detrimental effect | Tes, the Pirate has heard the hateful whisper. Hateful Whisper |
| beneficial effect | Parrying melee and ranged attacks: Has a 90% chance to deflect up to 29 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Ivuwe the orc blood mage. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Jane, the Phoenix. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Jane, the Phoenix. Escort: lost warrior (level 5 of Dreadfell) | 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 |
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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 164. | 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 |
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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | traveler's pair of dwarven-steel boots of evasion (13 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +13 (+5 eff.) Fatigue: -4% Maximum encumbrance: +25 Physical save: +9 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | AruvenaPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +8% darkness Mental save: +7 (+2 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +6% Mindpower: +6 (+3 eff.) Mental crit. chance: +5% Light radius: +5 Infravision radius: +3 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 22 blight damage or heals 32 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. This object's appearance was changed to Crown of Eternal Night (Madness). |
| On hands | Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 20 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
| On fingers | Maneleg the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +5 Str / +1 Wil / +6 Con Changes resistances: +6% darkness / +3% lightning Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +9 (+3 eff.) Confusion immunity: +29% Life regen: +1.00 Maximum life: +61.00 Healing mod.: +17% Rings can have magical properties. |
| On fingers | stralite ring 'Issarab'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances: +22% acid / +15% fire / +18% lightning / +14% cold Changes damage: +6% temporal Blindness immunity: +26% Silence immunity: +35% Mana each turn: +0.32 Infravision radius: +4 See stealth: +5 See invisible: +13 Rings can have magical properties. |
| Around neck | gold amulet 'Radiancekiss'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +16 Fatigue: -7% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 darkness Changes stats: +5 Dex / +7 Cun / +8 Con Changes resistances: +11% physical / +3% light / +6% darkness Changes damage: +12% light Critical mult.: +16.00% Life regen: +1.10 Stamina each turn: +1.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | voratun longsword 'Cystshine' (56.5-79.1 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature Burst (radius 1) on hit: +16 light When wielded/worn: Damage when hit (Melee): 20 nature Changes resistances: +9% nature Changes resistances penetration: +15% light Changes damage: +6% light Sharp, long, and deadly. This object's appearance was changed to Anmalice. |
| Around waist | Bogtitan the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 darkness Changes stats: +6 Str / +6 Dex / +7 Wil / +6 Cun Changes resistances: +9% nature / +15% darkness Changes resistances penetration: +15% darkness Changes damage: +9% nature Physical save: +16 (+6 eff.) Spell save: +20 (+6 eff.) Mental save: +16 (+5 eff.) A belt that goes around your waist. |
| In off hand | Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -4 (-2 eff.) Mindpower: +9 (+4 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This object's appearance was changed to Anmalice. |
| Cloak | Dairarig the Duskoracle (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% lightning / +3% fire / +9% temporal Changes resistances penetration: +5% darkness Physical save: +14 (+5 eff.) Spell save: +30 (+10 eff.) Mental save: +12 (+4 eff.) Disease immunity: +20% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to cashmere cloak. |
| Main armor | Unlighthunter (5 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +18% Changes stats: +10 Dex / +3 Con Changes resistances penetration: +10% darkness Physical save: +8 (+3 eff.) A suit of armour made of metal plates. |
Inventory
2 Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +12% cold Amulets can have magical properties. |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 4.08 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. This object's appearance was changed to Swordbreaker. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level.acidic stralite longsword of vileness (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +15 acid / +13 blight Sharp, long, and deadly. |
steel longsword 'Pitchdeath' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 17 bleeding, 62% reduced healing * cripple the target When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +14.0% Physical power: +8 (+2 eff.) Defense: +7 (+3 eff.) Changes resistances: +3% acid / +6% fire / +5% arcane Changes resistances penetration: +5% darkness Spell save: +20 (+6 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
stralite longsword 'Cinderworm' (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +23 cold / +13 temporal Burst (radius 1) on hit: +8 fire When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +9% temporal Reduces incoming crit damage: 5.00% Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+5 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Paint Stripper (4-5.2 power, 5 apr) Paint Stripper (4-5.2 power, 5 apr)Requires: - Magic 10 - Dexterity 10 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% acid Changes damage: +10% arcane / +10% acid Spell crit. chance: +3% Mages are strange people. |
Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+4 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 82.67 cold damage in a radius of 4. The damage will increase with your Spellpower. Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+4 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+3 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. 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. |
This item will automatically be transmogrified when you leave the level.surging elven-wood vilestaff of might (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Beytar the Ashmonster (Corpses) (26-36.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +5 acid Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +6% fire Changes damage: +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery 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 (+5 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. This object's appearance was changed to Malediction. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Zanezilaneg (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +6% mind / +12% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +9% mind Maximum encumbrance: +26 Physical save: +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +2 Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 20 arcane resource burn Changes resistances: +6% blight Spell save: +16 (+5 eff.) When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * Slows global speed by 11% * 16% chance to reduce effective powers by 20% * 15% chance to corrode armour by 30% * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (Madness) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
hardened leather cap 'Darkpierce' (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +7% nature / +11% cold Changes resistances penetration: +5% darkness / +10% temporal Changes damage: +21% darkness Allows you to breathe in: water Spell save: +3 (+1 eff.) Maximum life: +49.00 Infravision radius: +2 Healing mod.: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
spiked mummy wrappings of fire resistance (5 def, 2 armour)Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 10 physical Changes resistances: -4% fire Decaying mummy wrappings. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield 'Dayvile' (8 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: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 16 light Changes resistances: +23% lightning Changes resistances penetration: +20% blight Changes damage: +21% blight / +6% light Talent granted: +3 Block Critical mult.: +15.00% Handheld deflection devices. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
bright elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 41 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 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Tes, the Pirate the Cornac Adventurer level 35
68th Pyre 123rd year of Ascendancy at 19:35 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Tes, the Pirate the Cornac Adventurer level 26
9th Regrowth 123rd year of Ascendancy at 13:10 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Tes, the Pirate the Cornac Adventurer level 36
9th Mirth 123rd year of Ascendancy at 08:19 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Tes, the Pirate the Cornac Adventurer level 9
5th Flare 122nd year of Ascendancy at 18:25 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Tes, the Pirate the Cornac Adventurer level 21
10th Haze 122nd year of Ascendancy at 12:55 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tes, the Pirate the Cornac Adventurer level 19
47th Dusk 122nd year of Ascendancy at 00:35 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tes, the Pirate the Cornac Adventurer level 27
12nd Regrowth 123rd year of Ascendancy at 22:00 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Tes, the Pirate the Cornac Adventurer level 10
1st Dusk 122nd year of Ascendancy at 18:36 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Tes, the Pirate the Cornac Adventurer level 20
47th Dusk 122nd year of Ascendancy at 00:35 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Tes, the Pirate the Cornac Adventurer level 30
14th Pyre 123rd year of Ascendancy at 07:18 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Tes, the Pirate the Cornac Adventurer level 22
16th Haze 122nd year of Ascendancy at 22:10 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Tes, the Pirate the Cornac Adventurer level 30
38th Pyre 123rd year of Ascendancy at 15:07 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Tes, the Pirate the Cornac Adventurer level 23
10th Decay 122nd year of Ascendancy at 06:29 see stats
Take you with me (Exploration mode)
Killed a boss while already dead.By Tes, the Pirate the Cornac Adventurer level 14
19th Dusk 122nd year of Ascendancy at 21:32 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Tes, the Pirate the Cornac Adventurer level 23
29th Haze 122nd year of Ascendancy at 17:21 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Tes, the Pirate the Cornac Adventurer level 20
48th Dusk 122nd year of Ascendancy at 09:55 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tes, the Pirate the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 20:09 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Tes, the Pirate the Cornac Adventurer level 19
44th Dusk 122nd year of Ascendancy at 21:14 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Tes, the Pirate the Cornac Adventurer level 30
16th Pyre 123rd year of Ascendancy at 18:35 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Tes, the Pirate the Cornac Adventurer level 20
48th Dusk 122nd year of Ascendancy at 19:07 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Tes, the Pirate the Cornac Adventurer level 34
67th Pyre 123rd year of Ascendancy at 08:09 see stats
Log
Ghoul's purging blight area effect hits Dare, the Tormentor for 18 blight damage.
Tes, the Pirate receives 50 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Jane, the Phoenix for 17 blight damage.
Dare, the Tormentor receives 32 healing from Unnatural Body.
Ghoul's purging blight area effect hits Treant for 16 blight damage.
Tes, the Pirate receives 50 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Jane, the Phoenix for 17 blight damage.
Ghoul's purging blight area effect hits Dare, the Tormentor for 18 blight damage.
Ghoul's purging blight area effect hits Ross, the Ranger for 14 blight damage.
Dare, the Tormentor receives 33 healing from Unnatural Body.
Dare, the Tormentor receives 22 healing from Unnatural Body.
Ross, the Ranger's aura of power vanishes.
Ran for 24 turns (stop reason: didn't move).
Saving game...
Saving done.
Tes, the Pirate deactivates Adventure Friendly Fire Disabler.
Tes, the Pirate deactivates Lacerating Strikes.
Tes, the Pirate deactivates Close Combat Management.
Jane, the Phoenix deactivates Shielding.
Jane, the Phoenix deactivates Burning Wake.
Jane, the Phoenix deactivates Wildfire.
Jane, the Phoenix deactivates Arcane Shield.
Dare, the Tormentor deactivates Gloom.
Dare, the Tormentor deactivates Onslaught.
Dare, the Tormentor deactivates Adventure Friendly Fire Disabler.
Dare, the Tormentor deactivates Shattering Impact.

























































































