Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 37 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Ivunne the treant at level 16 on the 51st Dusk 122nd year of Ascendancy at 14:27 0 / 9Killed by Velowyn the bandit at level 18 on the 72nd Haze 122nd year of Ascendancy at 15:36 Killed by Eilinymira the sand-drake at level 19 on the 1st Decay 122nd year of Ascendancy at 08:17 Killed by storm wyrm at level 26 on the 63rd Regrowth 123rd year of Ascendancy at 02:25 Killed by Betugavea the ink squid at level 26 on the 72nd Regrowth 123rd year of Ascendancy at 01:49 Killed by Belurada the dreadmaster at level 28 on the 18th Pyre 123rd year of Ascendancy at 16:30 Killed by Elesema the orc grand master assassin at level 36 on the 5th Flare 123rd year of Ascendancy at 10:02 Killed by Eilinodhekira the sandworm at level 36 on the 11st Dusk 123rd year of Ascendancy at 17:08 Killed by war hound at level 37 on the 12nd Dusk 123rd year of Ascendancy at 00:45 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 75 (base 60) |
| Constitution | 29 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 68 (base 57) |
| Cunning | 37 (base 30) |
Resources
| Life | -183/997 |
| Mana | 0/606 |
| Stamina | 273/343 |
| Healing Factor | 1.3 |
| Regeneration | 33.298326935392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -20% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 13 |
| See Stealth | 16 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 48 |
| Crit Chance | 39% |
| APR | 6 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 42.926353001794 (93.924050632911%) |
| Defense | 43 |
| Ranged Defense | 48 |
| Fatigue | 33 |
| Physical Save | 43 |
| Spell Save | 29 |
| Mental Save | 36 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 29% |
| Disarm Resistance | 38% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 27% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 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 286.62 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 27 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 509 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 456 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Acrobatics | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| beneficial effect | The target is in a defensive roll, ignoring 26% of all incoming damage. Defensive Roll |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is confused, acting randomly (chance 46%) and unable to perform complex actions. Confused |
| detrimental effect | The target's armour and saves are broken, reducing them by 13. Sunder Armour |
| beneficial effect | The target's reactions have quickened, giving +20% global speed. Superb Agility |
| detrimental effect | The target's physical resistance has been reduced by -5%. Weakened Defenses |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saluserin the giant fire ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 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: 306. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala has completed an elixir of the savior 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 faerlhing fang. * You've found the needed pouch of faeros ash. * '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 have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | pair of drakeskin leather boots 'Lisetha' (10 def, 9 armour) pair of drakeskin leather boots 'Lisetha' (10 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -2% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +21% acid Maximum encumbrance: +23 Physical save: +15 (+5 eff.) Spell save: +10 (+5 eff.) Infravision radius: +2 A pair of boots made of leather. |
| Quiver | Amotogrim (4/22, 56-67.2 power, 6 apr) Amotogrim (4/22, 56-67.2 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +11.0% Capacity: 22 Travel speed: +200% Damage (Ranged): +22 cold / +18 nature / +27 temporal Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | blighted iron gauntlets of dispersion (0 def, 1 armour) =**= blighted iron gauntlets of dispersion (0 def, 1 armour) =**=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane / 6 blight Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane / +5% blight Changes damage: +4% blight It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | hateful steel torque of psychoportation [power 28] (30 cooldown) hateful steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Layisenne' =5Infra 29Blind= gold ring 'Layisenne' =5Infra 29Blind=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% blight Changes damage: +3% blight / +6% arcane Blindness immunity: +29% Infravision radius: +5 See stealth: +16 See invisible: +15 Rings can have magical properties. |
| On fingers | gold ring 'Salukira' gold ring 'Salukira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes damage: +6% temporal Physical save: +25 (+8 eff.) Poison immunity: +5% Disarm immunity: +38% Confusion immunity: +10% Pinning immunity: +32% Knockback immunity: +27% Only die when reaching: -40.00 life Maximum life: +35.00 Rings can have magical properties. |
| Around neck | Murkarc =4Dex 4Cun 4Con 10Mv= Murkarc =4Dex 4Cun 4Con 10Mv=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 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: 10 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. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Korigas the stralite shield (10 def, 2 armour, 61.5-73.8 power, 132.5 block) Korigas the stralite shield (10 def, 2 armour, 61.5-73.8 power, 132.5 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 61.5 - 73.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +132 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +15 light When wielded/worn: Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 32% chance to blind Changes stats: +2 Dex / +2 Mag / +5 Con Changes resistances: +21% lightning / +13% light Talent granted: +4 Block Handheld deflection devices. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour) =39Life 2Dex 3Cun= resilient cashmere cloak of Eldoral (2 def, 0 armour) =39Life 2Dex 3Cun=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nightworm (7 def, 20 armour) Nightworm (7 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +7 (+2 eff.) Fatigue: +19% Damage when hit (Melee): 20 darkness / 8 light Changes stats: +5 Str / +5 Con Changes resistances: +19% lightning / +3% darkness Changes damage: +12% darkness Physical save: +10 (+3 eff.) Maximum life: +61.00 Light radius: +1 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the wizard (rad 7; power 31; turns 4; dispells darkness)sun infusion of the wizard (rad 7; power 31; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (298 acid damage; dur 5; apply 57) acid wave rune of the duelist (298 acid damage; dur 5; apply 57)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 297.84 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 57. The surge of natural acids will remove one detrimental magical 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. |
biting gale rune of the titan (91 cold damage; 37 apply power) biting gale rune of the titan (91 cold damage; 37 apply power)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: 25 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 90.58 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 37. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (139 lightning damage) lightning rune of the sneak (139 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 46.44 to 139.33 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your 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 psychic (1373% regen over 10 turns; 69 instant mana) manasurge rune of the psychic (1373% regen over 10 turns; 69 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: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1530% regen over 10 turns; 76 instant mana) manasurge rune of the wizard (1530% regen over 10 turns; 76 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: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1530% for 10 turns and instantly restoring 76 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 duelist (absorb 279 for 4 turns) shielding rune of the duelist (absorb 279 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 279 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 401 for 4 turns) shielding rune of the psychic (absorb 401 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 368 for 5 turns) shielding rune of the psychic (absorb 368 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: 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 368 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 386 for 4 turns) shielding rune of the psychic (absorb 386 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 386 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 491 for 4 turns) shielding rune of the psychic (absorb 491 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 491 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 467 for 5 turns) shielding rune of the sneak (absorb 467 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: 25 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 467 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 132) teleportation rune of the duelist (range 132)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 136) teleportation rune of the psychic (range 136)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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 136 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 118) teleportation rune of the psychic (range 118)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 118 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread =ImmBlind= Choker of Dread =ImmBlind=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+4 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+5 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Hanomas =5Cun= Hanomas =5Cun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Cun Psi when hit: +0.08 Maximum hate: +2.00 Mental crit. chance: +3% Amulets can have magical properties. |
copper amulet 'Cyrubrema' =20Stun 12Heal= copper amulet 'Cyrubrema' =20Stun 12Heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Disease immunity: +5% Cut immunity: +50% Stun/Freeze immunity: +20% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
grounding stralite amulet =38Stun= grounding stralite amulet =38Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +38% Amulets can have magical properties. |
warmaker's copper amulet of willpower (+4) =4Str 4Dex 7Wil= warmaker's copper amulet of willpower (+4) =4Str 4Dex 7Wil=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex / +7 Wil Amulets can have magical properties. |
Elenedil the steel ring =5Wil 6Mag= Elenedil the steel ring =5Wil 6Mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +8 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Wil / +6 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Spellpower: +5 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.2 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ivovena the copper ring =3Cun 10Life= Ivovena the copper ring =3Cun 10Life=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +6 (+2 eff.) Fatigue: -4% Changes stats: +3 Cun Changes resistances: +3% acid Maximum life: +10.00 Rings can have magical properties. |
Manonarithad the Morningreek =5Cun 6Wil EspHuman= Manonarithad the Morningreek =5Cun 6Wil EspHuman=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Cun / +6 Wil Changes resistances: +13% blight Changes damage: +13% blight Grants telepathy: Humanoid/Orc Spellpower: +7 (+5 eff.) Mindpower: +17 (+6 eff.) See invisible: +12 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's gold ring of nature (+24%) =6Wil 5Mag= conjurer's gold ring of nature (+24%) =6Wil 5Mag=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +24% nature Changes damage: +12% nature Spellpower: +7 (+5 eff.) Rings can have magical properties. |
copper ring 'Yvagabeth' =1Str 4Con= copper ring 'Yvagabeth' =1Str 4Con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Str / +4 Con Changes resistances: +3% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
marksman's copper ring =3Dex= marksman's copper ring =3Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's gold ring of fire (+24%) =3Dex= marksman's gold ring of fire (+24%) =3Dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
psionicist's copper ring of sensing =3Infra 3Wil= psionicist's copper ring of sensing =3Infra 3Wil=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
sneakthief's steel ring of pilfering =5Cun 5Dex= sneakthief's steel ring of pilfering =5Cun 5Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.2 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring 'Belitha' =2Mag lots= steel ring 'Belitha' =2Mag lots=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +9% arcane Spell save: +4 (+2 eff.) Silence immunity: +22% Disarm immunity: +26% Pinning immunity: +21% Knockback immunity: +22% Mana each turn: +0.16 Maximum life: +26.00 Maximum vim: +30.00 Rings can have magical properties. |
steel ring 'Brenuldil' =28Stun 22Conf 1Wil= steel ring 'Brenuldil' =28Stun 22Conf 1Wil=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +20% darkness Changes damage: +10% darkness / +6% blight Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +22% Stun/Freeze immunity: +28% Life regen: +1.30 Spellpower on spell critical (stacks up to 3 times): +4 Rings can have magical properties. |
warrior's gold ring of light (+24%) =4Str= warrior's gold ring of light (+24%) =4Str=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Galudentir =32Life 10PhysPen= Galudentir =32Life 10PhysPen=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +10% physical Maximum life: +32.00 Maximum stamina: +5.00 A belt that goes around your waist. |
Issurim the hardened leather belt =4StrDexWil 2Cun= Issurim the hardened leather belt =4StrDexWil 2Cun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Str / +4 Dex / +4 Wil / +2 Cun Changes resistances: +3% lightning Physical save: +10 (+3 eff.) Spell save: +17 (+9 eff.) Mental save: +12 (+5 eff.) Pinning immunity: +5% A belt that goes around your waist. |
Mighty Girdle =70Enc= Mighty Girdle =70Enc=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
resilient cashmere cloak of battle (2 def, 0 armour) =32Life 3Crit= resilient cashmere cloak of battle (2 def, 0 armour) =32Life 3Crit=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +1 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfodunazor the pair of rough leather boots (0 def, 1 armour) =4Dex 6Lck= Ulfodunazor the pair of rough leather boots (0 def, 1 armour) =4Dex 6Lck=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes damage: +3% arcane Stealth bonus: +6 Mana each turn: +0.12 Maximum mana: +40.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Belyrab the Skyprophet (8 def, 2 armour, 30.5-36.6 power, 73 block)Belyrab the Skyprophet (8 def, 2 armour, 30.5-36.6 power, 73 block) Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +73 Damage (Melee): +8 lightning / +16 cold / +8 light Burst (radius 2) on crit: +4 lightning / +8 light When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 8 cold Damage when hit (Melee): 16 ice Changes resistances: +6% lightning Talent granted: +3 Block Light radius: +2 Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1447 alchemist agate 1447 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pureoracle the dwarven-steel pickaxe (dig speed 13 turns) Pureoracle the dwarven-steel pickaxe (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str / +3 Dex Changes resistances: +2% physical / +12% nature / +3% fire Changes resistances penetration: +18% physical Changes damage: +14% nature Knockback immunity: +20% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Radiancepeal (dig speed 27 turns) =3Infra 3Str 2Con= Radiancepeal (dig speed 27 turns) =3Infra 3Str 2Con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +3 Str Changes resistances: +6% light Changes damage: +3% light Infravision radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =**= Tooth of the Mouth (dig speed 12 turns) =**=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Heart of Poosh =**= Heart of Poosh =**=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Sameruineg the elm totem of cure ailments [power 1] (15 cooldown) =30Stun= Sameruineg the elm totem of cure ailments [power 1] (15 cooldown) =30Stun=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Spell save: +9 (+5 eff.) Disarm immunity: +5% Stun/Freeze immunity: +30% It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin [power 59] (20 cooldown) elven-wood totem of thorny skin [power 59] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pitchnaught the elven-wood wand of clairvoyance [power 14] (6 cooldown) Pitchnaught the elven-wood wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +9% mind / +3% darkness Changes resistances penetration: +5% darkness / +10% mind It can be used to reveal the area around you, dispelling darkness (radius 14, power 45 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 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of trap destruction 'Adatha' [power 73] (12 cooldown) dragonbone wand of trap destruction 'Adatha' [power 73] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent granted: +5 Strike Spell save: +9 (+5 eff.) Spell crit. chance: +1% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% It can be used to disarm traps (73 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Cyrasetta the Skeleton Skirmisher level 31
50th Pyre 123rd year of Ascendancy at 13:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Cyrasetta the Skeleton Skirmisher level 31
48th Pyre 123rd year of Ascendancy at 03:35 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Cyrasetta the Skeleton Skirmisher level 35
10th Mirth 123rd year of Ascendancy at 00:01 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Cyrasetta the Skeleton Skirmisher level 25
61st Regrowth 123rd year of Ascendancy at 11:47 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cyrasetta the Skeleton Skirmisher level 17
35th Haze 122nd year of Ascendancy at 22:35 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Cyrasetta the Skeleton Skirmisher level 34
4th Mirth 123rd year of Ascendancy at 20:40 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Cyrasetta the Skeleton Skirmisher level 31
56th Pyre 123rd year of Ascendancy at 08:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Cyrasetta the Skeleton Skirmisher level 36
4th Flare 123rd year of Ascendancy at 17:33 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Cyrasetta the Skeleton Skirmisher level 19
73rd Haze 122nd year of Ascendancy at 12:32 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cyrasetta the Skeleton Skirmisher level 26
63rd Regrowth 123rd year of Ascendancy at 09:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Cyrasetta the Skeleton Skirmisher level 23
17th Regrowth 123rd year of Ascendancy at 02:10 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cyrasetta the Skeleton Skirmisher level 27
74th Regrowth 123rd year of Ascendancy at 09:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cyrasetta the Skeleton Skirmisher level 10
1st Dusk 122nd year of Ascendancy at 15:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Cyrasetta the Skeleton Skirmisher level 20
2nd Decay 122nd year of Ascendancy at 02:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Cyrasetta the Skeleton Skirmisher level 30
43rd Pyre 123rd year of Ascendancy at 00:44 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Cyrasetta the Skeleton Skirmisher level 17
1st Time of Equilibrium 122nd year of Ascendancy at 18:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Cyrasetta the Skeleton Skirmisher level 16
60th Dusk 122nd year of Ascendancy at 19:29 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Cyrasetta the Skeleton Skirmisher level 34
5th Mirth 123rd year of Ascendancy at 04:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cyrasetta the Skeleton Skirmisher level 10
2nd Dusk 122nd year of Ascendancy at 11:10 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cyrasetta the Skeleton Skirmisher level 25
32nd Regrowth 123rd year of Ascendancy at 19:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Cyrasetta the Skeleton Skirmisher level 12
13rd Dusk 122nd year of Ascendancy at 20:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Cyrasetta the Skeleton Skirmisher level 25
61st Regrowth 123rd year of Ascendancy at 13:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Cyrasetta the Skeleton Skirmisher level 16
52nd Dusk 122nd year of Ascendancy at 08:44 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Cyrasetta the Skeleton Skirmisher level 36
11st Dusk 123rd year of Ascendancy at 17:08 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Cyrasetta the Skeleton Skirmisher level 30
43rd Pyre 123rd year of Ascendancy at 07:31 see stats
Log
Cyrasetta resists the mind attack!
Cyrasetta shrugs off the critical damage!
Cyrasetta resists the mind attack!
Neryrialle the sandworm hits Cyrasetta for 58 mind, 10 darkness, 38 mind, 0 arcane, 6 mind (113 total damage).
Cyrasetta hits Neryrialle the sandworm for 11 light, , 24 darkness, 11 light, 24 darkness (69 total damage).
Ce'Notha the sandworm uses Mindhook.
Cyrasetta is confused and fails to use Bone Armour.
Ce'Notha the sandworm uses Mindhook.
Cyrasetta is dazed!
Cyrasetta is not dazed anymore.
Shadow casts Fade.
Shadow fades!
Cyrasetta hits Shadow for 0 light, , 0 darkness (0 total damage).
Shadow hits Cyrasetta for 58 physical damage.
Betuwen the sandworm summons a War Hound!
Betuwen the sandworm's mind surges with critical power!
Emynn the sandworm uses Disengage.
Ce'Notha the sandworm's Beyond the Flesh hits Cyrasetta for 19 physical, 14 nature, 15 temporal, 28 physical (77 total damage).
Cyrasetta hits Ce'Notha the sandworm for 7 light, 17 darkness (24 total damage).
Xanata the sandworm uses Mark Prey.
Cyrasetta is confused and fails to use Vault.
Silariayath the sandworm destroyer uses Stun.
Cyrasetta is stunned!
Silariayath the sandworm destroyer hits Cyrasetta for 212 physical damage.
Cyrasetta hits Silariayath the sandworm destroyer for 11 light, , 24 darkness (35 total damage).
Cyrasetta rolls to avoid some damage!
Cyrasetta has sped up!
Saving game...
