
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Ashes of Urh'Rok 1.4.0Official Expansion!Items Vault 1.4.8Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official Expansion!Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 46 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Neldanor the tiger at level 46 on the 61st Dusk 123rd year of Ascendancy at 22:11 / 1 |
Primary Stats
| Strength | 42 (base 22) |
| Dexterity | 52 (base 48) |
| Constitution | 29 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 26 (base 10) |
| Cunning | 68.6 (base 60) |
Resources
| Mana | 0/450 |
| Life | -417/1460 |
| Positive | 0/155 |
| Stamina | 315/315 |
| Paradox | 300 |
| Healing Factor | 1.3 |
| Regeneration | 13.509956174012 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +65.17094017094% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 55 |
| Crit Chance | 108% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 73% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.93 (69.102564102564%) |
| Defense | 34 |
| Ranged Defense | 40 |
| Fatigue | 31 |
| Physical Save | 60 |
| Spell Save | 49 |
| Mental Save | 40 |
Defense: Resistances
| All | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 47% |
| Confusion Resistance | 34% |
| Silence Resistance | 22% |
| Stun Resistance | 61% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 836% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Damage reduced by 45%. To The Arms |
| beneficial effect | Reduces arcane damage received by 18%. Premonition Shield |
| detrimental effect | Huge cut that bleeds, doing 145.81 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target has a 40% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| detrimental effect | Reduces global action speed by 53%. Slow |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Precognition (+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. 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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 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: 852. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Sunvortex' (0 def, 3 armour) pair of iron boots 'Sunvortex' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 light Changes resistances penetration: +10% blight Changes damage: +3% light Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +22% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright dwarven lantern of health bright dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Maximum life: +62.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Daypiercer (7 def, 11 armour) =Res= Daypiercer (7 def, 11 armour) =Res=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+3 eff.) Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 light Changes stats: +4 Str / +11 Con Changes resistances: +9% acid / +6% fire / +3% temporal / +5% all Physical save: +22 (+6 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets 'Nightstrider' (0 def, 3 armour) =Crit= voratun gauntlets 'Nightstrider' (0 def, 3 armour) =Crit=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 10% chance to disease Damage (Melee): 14 lightning Changes resistances: +10% lightning Changes resistances penetration: +5% darkness Changes damage: +11% lightning / +6% darkness Critical mult.: +15.00% Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +47% Life regen: +3.70 Stamina each turn: +2.00 Maximum stamina: +40.00 Spell crit. chance: +15% Mental crit. chance: +17% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gilontir the dwarven-steel pickaxe (dig speed 24 turns) =CD= Gilontir the dwarven-steel pickaxe (dig speed 24 turns) =CD=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +2% physical Changes resistances penetration: +10% arcane Spellpower: +6 (+2 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller =Leech= Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Corruptionwinter =SlowStun= Corruptionwinter =SlowStun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 40% chance to corrode armour Changes resistances: +6% mind / +9% acid Changes resistances penetration: +5% nature Changes damage: +3% nature Stun/Freeze immunity: +39% Life regen: +3.30 Rings can have magical properties. |
| Around neck | The Black Core =Blind= The Black Core =Blind=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | elven-wood starstaff 'Branyndil' (25-30 power, 5 apr, light element) =Short= elven-wood starstaff 'Branyndil' (25-30 power, 5 apr, light element) =Short=Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +17.0% Physical power: +9 (+1 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 9% chance to blind Changes stats: +2 Cun Changes resistances: +3% cold / +6% nature / +6% light Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +23.00% Psi when hit: +0.08 Spellpower: +20 (+5 eff.) Spell crit. chance: +8% Mental crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm Waters =ResHM= Girdle of the Calm Waters =ResHM=Infused 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 | flaming voratun shield of fire resistance (+25%) (12 def, 3 armour, 62.5-75 power, 191.5 block) flaming voratun shield of fire resistance (+25%) (12 def, 3 armour, 62.5-75 power, 191.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +192 Burst (radius 1) on hit: +17 fire When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 17 fire Changes resistances: +25% fire Talent granted: +5 Block Handheld deflection devices. |
| Cloak | Duredogund (2 def, 0 armour) =StatLife= Duredogund (2 def, 0 armour) =StatLife=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes stats: +7 Str / +3 Dex / +4 Cun / +7 Con Changes resistances: +9% blight / +6% cold / +6% nature Physical save: +11 (+3 eff.) Spell save: +6 (+2 eff.) Maximum life: +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Chargash' (5 def, 10 armour) =CritRes= voratun mail armour 'Chargash' (5 def, 10 armour) =CritRes=Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+3 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage (Melee): 19 acid / 21 fire Damage when hit (Melee): 14 acid / 16 physical / 18 fire Changes stats: +9 Str / +12 Mag / +10 Wil / +1 Con Changes resistances: +16% lightning / +23% fire / +18% acid / +3% blight Changes resistances penetration: +20% blight Spellpower: +21 (+5 eff.) Spell crit. chance: +9% Mindpower: +25 (+8 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
Inventory
Belita the Chargesorrow Belita the ChargesorrowInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 blight Changes stats: +7 Dex / +6 Con Changes resistances: +9% blight / +9% physical / +3% lightning Changes damage: +6% lightning / +9% blight Stamina each turn: +0.90 Amulets can have magical properties. |
Earthen Beads =Aff= Earthen Beads =Aff=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
gold amulet 'Lightwrest' =Tele= gold amulet 'Lightwrest' =Tele=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes resistances: +3% acid / +3% light Changes resistances penetration: +10% acid Changes damage: +6% light Teleport immunity: +50% It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
steel amulet 'Filthrupture' steel amulet 'Filthrupture'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +5 Dex / +5 Wil Changes damage: +12% nature / +3% light Light radius: +1 Amulets can have magical properties. |
Brandwaker BrandwakerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +35% fire Changes damage: +25% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Rings can have magical properties. |
Chamoruichik the gold ring Chamoruichik the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +8 Cun Changes resistances penetration: +5% acid Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Cyredhera CyredheraInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +12% nature / +12% blight Grants telepathy: Humanoid/Orc Poison immunity: +25% Disease immunity: +26% Stun/Freeze immunity: +20% Life regen: +0.80 Light radius: +2 Infravision radius: +1 Rings can have magical properties. |
Eilinemina EilineminaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Changes resistances: +22% fire Changes resistances penetration: +10% physical Changes damage: +11% fire Rings can have magical properties. |
Elemental Fury =Conv= Elemental Fury =Conv=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Heyasta the Cystlord Heyasta the CystlordInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% lightning / +24% cold / +6% nature Changes damage: +12% cold Rings can have magical properties. |
Poleba PolebaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 8 mind / 4 arcane Changes stats: +2 Cun Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% mind Changes damage: +3% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Shadowquencher ShadowquencherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Con / +3 Wil Changes resistances penetration: +5% darkness Physical save: +12 (+3 eff.) Maximum hate: +10.00 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Stokescar the gold ring Stokescar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con / +2 Wil Changes resistances: +5% arcane Stun/Freeze immunity: +25% Life regen: +2.70 See invisible: +6 Rings can have magical properties. |
Tulefast TulefastPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 8 acid / 4 temporal Changes stats: +5 Dex / +5 Mag / +5 Wil / +6 Cun Changes resistances penetration: +10% temporal Changes damage: +12% acid Spell save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Vorathra =SilStun= Vorathra =SilStun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% darkness Spell save: +10 (+4 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Silence immunity: +30% Stun/Freeze immunity: +15% Mana each turn: +0.16 Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
gladiator's steel ring of nature (+24%) gladiator's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
mule's gold ring =Enc= mule's gold ring =Enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Rings can have magical properties. |
mule's steel ring of power =Enc= mule's steel ring of power =Enc=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of corrosion (+24%) psionicist's steel ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Relgeroddabar' steel ring 'Relgeroddabar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +3% temporal Changes damage: +6% blight Poison immunity: +30% Rings can have magical properties. |
titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
warrior's stralite ring of perseverance warrior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Stun/Freeze immunity: +35% Life regen: +3.50 Rings can have magical properties. |
warrior's stralite ring of the mind (+16%) warrior's stralite ring of the mind (+16%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +16% mind Changes damage: +16% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe (39-54.6 power, 6 apr)blazebringer's voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Galidas (0 def, 4 armour)Galidas (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +5 Cun Maximum encumbrance: +33 Physical save: +11 (+3 eff.) Pinning immunity: +10% Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) =Leap= Wanderer's Rest (4 def, 0 armour) =Leap=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Adiseba (2 def, 0 armour) =Mana= Adiseba (2 def, 0 armour) =Mana=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str Reduces incoming crit damage: 10.00% Mana each turn: +1.20 Mana when hit: +1.80 Maximum life: +10.00 Maximum mana: +61.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of the depths (0 def, 7 armour) =Water= miner's dwarven-steel helm of the depths (0 def, 7 armour) =Water=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +8% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Falosasin the Oozeweeper (2 def, 4 armour)Falosasin the Oozeweeper (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 mind / 12 nature Changes resistances: +18% lightning / +12% nature Changes damage: +9% mind A suit of armour made of mail. |
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. |
5 onyx 5 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. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltream the voratun pickaxe (dig speed 14 turns) =Aff= Boltream the voratun pickaxe (dig speed 14 turns) =Aff=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +1 Dex / +2 Mag / +1 Wil / +4 Cun Changes resistances: +15% nature / +12% darkness Changes resistances penetration: +10% lightning Changes damage: +9% nature / +3% lightning Damage affinity(heal): +15% darkness Infravision radius: +13 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 garnet 2 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. |
Gwai's Burninator =AoE= Gwai's Burninator =AoE=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 448.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) =Disable= Rod of Annulment (1/1) =Disable=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) =Pin= Rod of Spydric Poison (3/3) =Pin=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 510.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
dwarven-steel torque of psychoportation 'Mayybretha' [power 39] (30 cooldown) =Tele= dwarven-steel torque of psychoportation 'Mayybretha' [power 39] (30 cooldown) =Tele=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% temporal / +6% mind / +3% fire Changes resistances penetration: +10% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Disease immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin 'Hanekhad' [power 69] (20 cooldown) elven-wood totem of thorny skin 'Hanekhad' [power 69] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% acid Talent granted: +3 Rushing Claws Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Dairyfang' [power 3] (10 cooldown) =Dispel= yew totem of cure ailments 'Dairyfang' [power 3] (10 cooldown) =Dispel=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Fatigue: -4% Changes damage: +12% temporal Talent granted: +4 Rushing Claws Maximum life: +20.00 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
amber 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Excelsa the Shalore Sun Paladin level 33
3rd Pyre 123rd year of Ascendancy at 22:49 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Excelsa the Shalore Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 12:52 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Excelsa the Shalore Sun Paladin level 33
2nd Pyre 123rd year of Ascendancy at 02:05 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Excelsa the Shalore Sun Paladin level 40
56th Pyre 123rd year of Ascendancy at 11:34 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Excelsa the Shalore Sun Paladin level 46
57th Dusk 123rd year of Ascendancy at 11:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Excelsa the Shalore Sun Paladin level 13
36th Dusk 122nd year of Ascendancy at 00:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Excelsa the Shalore Sun Paladin level 38
47th Pyre 123rd year of Ascendancy at 09:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Excelsa the Shalore Sun Paladin level 39
54th Pyre 123rd year of Ascendancy at 04:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Excelsa the Shalore Sun Paladin level 21
6th Decay 122nd year of Ascendancy at 08:47 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Excelsa the Shalore Sun Paladin level 34
18th Pyre 123rd year of Ascendancy at 09:35 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Excelsa the Shalore Sun Paladin level 26
34th Regrowth 123rd year of Ascendancy at 21:18 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Excelsa the Shalore Sun Paladin level 36
43rd Pyre 123rd year of Ascendancy at 11:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Excelsa the Shalore Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Excelsa the Shalore Sun Paladin level 10
4th Dusk 122nd year of Ascendancy at 06:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Excelsa the Shalore Sun Paladin level 20
3rd Haze 122nd year of Ascendancy at 00:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Excelsa the Shalore Sun Paladin level 30
66th Regrowth 123rd year of Ascendancy at 20:54 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Excelsa the Shalore Sun Paladin level 40
54th Pyre 123rd year of Ascendancy at 13:13 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Excelsa the Shalore Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 09:36 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Excelsa the Shalore Sun Paladin level 21
16th Haze 122nd year of Ascendancy at 05:16 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Excelsa the Shalore Sun Paladin level 36
35th Pyre 123rd year of Ascendancy at 11:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Excelsa the Shalore Sun Paladin level 21
6th Decay 122nd year of Ascendancy at 05:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Excelsa the Shalore Sun Paladin level 38
47th Pyre 123rd year of Ascendancy at 12:33 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Excelsa the Shalore Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 12:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Excelsa the Shalore Sun Paladin level 10
5th Dusk 122nd year of Ascendancy at 10:01 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Excelsa the Shalore Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 12:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Excelsa the Shalore Sun Paladin level 10
7th Dusk 122nd year of Ascendancy at 02:21 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Excelsa the Shalore Sun Paladin level 41
9th Mirth 123rd year of Ascendancy at 02:29 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Excelsa the Shalore Sun Paladin level 21
7th Decay 122nd year of Ascendancy at 22:34 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Excelsa the Shalore Sun Paladin level 29
48th Regrowth 123rd year of Ascendancy at 16:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Excelsa the Shalore Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 09:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Excelsa the Shalore Sun Paladin level 32
1st Pyre 123rd year of Ascendancy at 06:32 see stats
Log
Shield of Light has been disrupted by anti-magic forces!
Excelsa's Grace of the Eternals has been disrupted by anti-magic forces!
Bleeding from Ce'Neldanor the tiger hits Excelsa for 142 physical damage.
Ce'Neldanor the tiger uses Block.
Ce'Neldanor the tiger uses To The Arms.
Ce'Neldanor the tiger performs a melee critical strike against Excelsa!
Excelsa deactivates Second Life.
Excelsa has been healed by a blast of positive energy!
Excelsa resists the mind attack!
Excelsa shrugs off the effect 'Spell Disruption'!
Excelsa shrugs off the effect 'Brainlocked'!
Tempest of Metal performs a melee critical strike against Excelsa!
Excelsa shrugs off the effect 'Spell Disruption'!
Excelsa resists the mind attack!
Excelsa is suffering and fails to concentrate on dealing damage.
Excelsa leeches life from Ce'Neldanor the tiger!
Ce'Neldanor the tiger hits Excelsa for 0 physical, 13 arcane, 5 mind, 4 healing, 4 healing, 53 physical, 5 mind (76 total damage) [8 healing].
Tempest of Metal hits Excelsa for 254 physical, 0 arcane, 10 mind, 7 healing (264 total damage) [7 healing].
Excelsa hits Ce'Neldanor the tiger for 13 fire, 7 acid, (14 blocked), 0 physical, 25 light, 13 fire, 7 acid, (14 blocked), 0 physical, 0 light, 13 fire, 0 acid, (14 blocked), 0 physical, 0 light (79 total damage).
Excelsa receives 918 healing.
Bleeding from Ce'Neldanor the tiger hits Excelsa for 144 physical damage.
Excelsa deactivates Defensive Posture.
Excelsa deactivates Premonition.
Excelsa's Rune: Reflection Shield has been disrupted by anti-magic forces!
Ce'Neldanor the tiger activates his pair of voratun boots!
Ce'Neldanor the tiger tries to evade attacks.
Bleeding from Ce'Neldanor the tiger hits Excelsa for 144 physical damage.
Ce'Neldanor the tiger uses Punishment.
Ce'Neldanor the tiger unleashes a punishing strike for 256% bonus damage!
Saving game...
