










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 34 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nelle the giant carpenter ant at level 12 on the 44th Dusk 122nd year of Ascendancy at 08:29 0 / 8Killed by forest wight at level 20 on the 41st Regrowth 123rd year of Ascendancy at 23:51 Killed by Isunor the skeleton warrior at level 22 on the 49th Regrowth 123rd year of Ascendancy at 15:46 Killed by orc necromancer at level 22 on the 50th Regrowth 123rd year of Ascendancy at 01:24 Killed by overpowered greater multi-hued wyrm at level 30 on the 71st Pyre 123rd year of Ascendancy at 22:19 Killed by greater multi-hued wyrm at level 33 on the 17th Haze 123rd year of Ascendancy at 18:46 Killed by orc necromancer at level 34 on the 40th Haze 123rd year of Ascendancy at 19:51 Killed by orc corruptor at level 34 on the 42nd Haze 123rd year of Ascendancy at 10:12 |
Primary Stats
| Strength | 85 (base 40) |
| Dexterity | 82 (base 53) |
| Constitution | 52 (base 40) |
| Magic | 18 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 25 (base 18) |
Resources
| Life | -126/892 |
| Stamina | 147/239 |
| Healing Factor | 1.2837837837838 |
| Regeneration | 0.32094594594595 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 24.108545491274 |
| See Invisible | 24.108545491274 |
Offense: Mainhand
| Damage | 195 |
| Accuracy | 48 |
| Crit Chance | 15% |
| APR | 46 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +12% |
| Light | +12% |
| Mind | +36% |
| Cold | +15% |
| Physical | +30% |
| Fire | +32% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (38.536585365854%) |
| Defense | 45 |
| Ranged Defense | 48 |
| Fatigue | 13.669446550417 |
| Physical Save | 42 |
| Spell Save | 11 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 42%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 42%( 70%) |
| Mind | + 41%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 349.27 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 412 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 161.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 60 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 28.26 fire damage per turn. Burning |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by forest wight. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | 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 Strength by +2. | 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 Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | 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 Magic by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 373. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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. * You have destroyed Grushnak. * 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. * You have found the Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 dwarven-steel boots 'Gyrawyn' (10 def, 12 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% mind ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Resists +9% mind Phys.save +20 (+7 eff.) Evasion: (Instant) Puts all charms on 22 cooldown Level 2.4 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | sentry's quiver of dragonbone arrows of annihilation (49/49, 81-113.4 power, 30 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Master Power 81.0 - 113.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +9.0% Capacity 49 Rld cld 1 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 58 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.23 cold damage and 18.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | dwarven-steel helm 'Camireran' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Rare] Psionic While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +18% blight +9% fire +15% mind +9% lightning Mind.save +16 (+8 eff.) Confus- +32% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Elenogahell the Strikewing (dig speed 19 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +12% lightning Res.pen +10% nature Acc +7 (+2 eff.) Melee Ret 20 lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% lightning ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring 'Pyrespawner'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire +12% light +18% mind Melee Ret 8 mind ----- def ----- Resists +6% fire +24% light +9% mind Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.90 cold and 12.32 physical damage (based on Willpower) each turn and knocking opponents back. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In main hand | Emelywyn the Corpsequell4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +24 fire On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +26% fire +30% physical +6% nature +12% mind Res.pen +10% nature ----- def ----- Resists +9% nature ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
| On hands | Duathelstreak the drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +9% blight +3% nature +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | drakeskin leather armour 'Jetmight' (14 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Rare] Master While equipped: ----- def ----- Armour +8 Defense +14 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue +8% Resists +30% fire +9% cold +15% darkness +5% arcane Mind.save +9 (+5 eff.) Silence- +20% ---------- misc Infravis +2 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | starlit stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +5 (+1 eff.) Apr +16 ----- def ----- Resists +10% light +13% darkness Blind- +20% Amulets can have magical properties. |
Inventory
acid wave rune of the duelist (191 acid damage; disarm 5 turns with power 60)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 191.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 60 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 8)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (321 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 320.76 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 Strength stat. 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 281 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 482 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 482 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+15 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 22 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.70 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
marksman's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% acid Acc +8 (+2 eff.) ----- def ----- Resists +20% acid Rings can have magical properties. |
marksman's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) Confus- +20% Rings can have magical properties. |
ranger's elven-wood longbow of dexterity (+11)4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +11 Dex dps ---------- Res.pen +27% physical Longbows are used to shoot arrows at your foes. |
runic elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 While equipped: Stats +6 Mag dps ---------- Phys.crit +9.0% Spell.pwr +20 (+10 eff.) Dmg.mod +18% arcane Acc +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow of true flight4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +11.0% Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of crippling (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
Obsidianwake the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +2 Con dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Resists +12% darkness Mind.save +11 (+6 eff.) ---------- misc Light +2 Telepathy Dragon A belt that goes around your waist. |
Yvynor1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Melee Ret 16 physical ----- def ----- Armour +14 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Phys.save +26 (+9 eff.) Heal.mod +25% Stun/Frz- +20% Create a temporary shield that absorbs 245 damage Puts all charms on 22 cooldown A belt that goes around your waist. |
Mayysevea the elven-silk cloak (3 def, 6 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Acc +32 (+10 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue -8% Resists +6% blight +6% cold +5% arcane +3% darkness Max.HP +96.00 Blind- +20% Confus- +15% ---------- misc Max.stam +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salavena the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +18% mind +9% blight Res.pen +25% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% blight Spell.save -16 (-16 eff.) ---------- misc Stam/turn +0.30 Mana/turn -0.21 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salavena the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +18% mind +9% blight Res.pen +25% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% blight Spell.save -16 (-16 eff.) ---------- misc Stam/turn +0.30 Mana/turn -0.21 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchquick (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% nature Melee Ret 20 fire ----- def ----- Defense +2 (+1 eff.) Resists +6% nature +21% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkblast the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +25% darkness Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +5 Fatigue +5% Silence- +37% Confus- +24% Stun/Frz- +34% Rush: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Hettazor (3 def, 9 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +9 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Mind.save +9 (+5 eff.) Die.at -40.00 life Max.HP +64.00 ---------- misc Max.stam +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 12 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 29.61 to 88.84 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Eilinuyavena (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Spell.save +15 (+12 eff.) Heal/summ +20 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +1.50 Equi/ret +1.50 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Forestpiercer (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning +8% fire +8% cold A pointy cloth hat, very wizardly... |
Gorynik the Shadowvagrant (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +20% darkness +25% temporal On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +6% temporal A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
bladed rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 379.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
fearwoven linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +2% Mind.pwr +9 (+5 eff.) Dmg.mod +6% darkness +6% physical ----- def ----- Defense +1 (+0 eff.) Resists +5% darkness +6% physical ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
miner's dwarven-steel helm of knowledge (0 def, 7 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Branorin (3 def, 12 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Dex +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +16% Resists +21% lightning +23% temporal Die.at -20.00 life Max.HP +63.00 ---------- misc Stam/turn +0.40 A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
enlightening cured leather armour of delving (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Wil +4 Cun ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +13% darkness +5% physical Mind.save +11 (+6 eff.) ---------- misc Light +2 Track: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
marauder's hardened leather armour of the deep (7 def, 7 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +7 Defense +7 (+2 eff.) Fatigue +8% Resists +8% acid +7% cold Phys.save +8 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Airdash (21/21, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 32.5 - 45.5 Lightning Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +12 lightning On Hit.r1 +20 lightning On Crit.r2 +4 lightning On Hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of crippling (23/23, 54.5-76.3 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Arcane/Master Power 54.5 - 76.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +14.0% Capacity 23 On Hit: * Random elemental explosion On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
elemental quiver of elven-wood arrows of corruption (23/23, 46-64.4 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego++] Arcane Power 46.0 - 64.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +20 blight +23 darkness On Hit: * 20% chance to curse the target * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
hateful quiver of ash arrows of crippling (15/15, 21-29.4 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Master/Psionic Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +13.5% Capacity 15 Ranged+ +17 darkness Against +8% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows of annihilation (18/18, 37.5-52.5 power, 18 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 37.5 - 52.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +5.0% Capacity 18 Proj.spd +200% Ranged+ +21 darkness Against +14% Living Arrows are used with bows to pierce your foes to death. |
icy quiver of yew arrows of paradox (17/17, 34.5-48.3 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 34.5 - 48.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Ranged+ +15 cold +12 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of crippling (14/14, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +13.0% Capacity 14 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of wind (19/19, 28.5-39.9 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
652 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pitchbloom the dwarven-steel pickaxe (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +21% darkness ----- def ----- Resists +12% darkness ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Drigorn' (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Cun dps ---------- Mind.crit +3% Dmg.mod +6% acid Res.pen +10% mind ----- def ----- Resists +7% darkness +7% fire ---------- misc Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Tempestfiend'2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex +4 Con dps ---------- Dmg.mod +6% lightning +9% physical Res.pen +10% lightning +15% physical ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 7 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 127.07 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Woemarrow the stralite torque of mindblast [power 225] (4/5 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% darkness ---------- misc Talents +2 Telekinetic Blast Fire a blast of psionic energies in a range 6 beam dealing 112.50 to 225.00 mind damage Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
Emelavena the Nightworm [power 17] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +25% arcane Melee Ret 12 arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Skelly the Skeleton Archer level 23
53rd Regrowth 123rd year of Ascendancy at 06:40 see stats
Against all odds
Killed Ukruk in the ambush.By Skelly the Skeleton Archer level 23
51st Regrowth 123rd year of Ascendancy at 12:20 see stats
Arachnophobia
Destroyed the spydric menace.By Skelly the Skeleton Archer level 29
65th Pyre 123rd year of Ascendancy at 00:18 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skelly the Skeleton Archer level 30
71st Pyre 123rd year of Ascendancy at 21:21 see stats
Brave new world
Went to the Far East and took part in the war.By Skelly the Skeleton Archer level 28
46th Pyre 123rd year of Ascendancy at 18:22 see stats
Clone War
Destroyed your own Shade.By Skelly the Skeleton Archer level 34
26th Haze 123rd year of Ascendancy at 15:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Skelly the Skeleton Archer level 10
25th Dusk 122nd year of Ascendancy at 18:39 see stats
Destroyer of the creation
Killed Slasul.By Skelly the Skeleton Archer level 30
6th Mirth 123rd year of Ascendancy at 06:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Skelly the Skeleton Archer level 27
35th Pyre 123rd year of Ascendancy at 01:12 see stats
Exterminator
Killed 1000 creatures.By Skelly the Skeleton Archer level 17
15th Regrowth 123rd year of Ascendancy at 03:01 see stats
Got eggs?
Finish the Pikataclysm event.By Skelly the Skeleton Archer level 24
7th Pyre 123rd year of Ascendancy at 02:34 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skelly the Skeleton Archer level 19
27th Regrowth 123rd year of Ascendancy at 12:35 see stats
Level 10
Got a character to level 10.By Skelly the Skeleton Archer level 10
9th Dusk 122nd year of Ascendancy at 00:09 see stats
Level 20
Got a character to level 20.By Skelly the Skeleton Archer level 20
39th Regrowth 123rd year of Ascendancy at 05:18 see stats
Level 30
Got a character to level 30.By Skelly the Skeleton Archer level 30
70th Pyre 123rd year of Ascendancy at 20:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Skelly the Skeleton Archer level 16
52nd Haze 122nd year of Ascendancy at 15:00 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Skelly the Skeleton Archer level 26
11st Pyre 123rd year of Ascendancy at 22:35 see stats
Size matters
Did over 600 damage in one attack.By Skelly the Skeleton Archer level 25
10th Pyre 123rd year of Ascendancy at 12:38 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Skelly the Skeleton Archer level 28
35th Pyre 123rd year of Ascendancy at 10:23 see stats
The Arena
Unlocked Arena mode.By Skelly the Skeleton Archer level 10
9th Dusk 122nd year of Ascendancy at 01:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Skelly the Skeleton Archer level 33
77th Dusk 123rd year of Ascendancy at 16:36 see stats
The secret city
Discovered the truth about mages.By Skelly the Skeleton Archer level 12
42nd Dusk 122nd year of Ascendancy at 04:08 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Skelly the Skeleton Archer level 18
22nd Regrowth 123rd year of Ascendancy at 14:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Skelly the Skeleton Archer level 24
7th Pyre 123rd year of Ascendancy at 01:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Skelly the Skeleton Archer level 15
67th Dusk 122nd year of Ascendancy at 09:46 see stats
Unstoppable
Returned from the dead.By Skelly the Skeleton Archer level 34
40th Haze 123rd year of Ascendancy at 19:51 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Skelly the Skeleton Archer level 22
50th Regrowth 123rd year of Ascendancy at 10:56 see stats
Log
Orc necromancer misses Skelly.
Talent Shoot Down is ready to use.
Orc corruptor casts Blood Grasp.
Skelly shoots!
Skeleton archer shoots!
You collect a new ingredient: orc heart (1).
Skelly's Shoot hits Orc necromancer for 333 physical damage.
Skelly's Shoot killed Orc necromancer!
Orc corruptor's Blood Grasp hits Skelly for 127 blight damage.
Orc corruptor receives 66 healing from Skelly.
Skeleton archer's Shoot performs a ranged critical strike against Skelly!
Skeleton archer's Shoot hits Skelly for 96 physical, 16 nature, 29 physical (141 total damage).
Skeleton mage casts Flame.
Skelly is on fire!
Skeleton mage hits Skelly for 51 fire damage.
Orc corruptor is no longer invisible.
Talent Steady Shot is ready to use.
Talent Concealment is ready to use.
Burning from Skeleton mage hits Skelly for 17 fire damage.
Orc corruptor casts Soul Rot.
Skelly wears (replacing undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour)): pair of dwarven-steel boots 'Gyrawyn' (10 def, 12 armour).
Skeleton archer shoots!
Skeleton archer's Shoot hits Skelly for 66 physical, 16 nature, 29 physical (111 total damage).
Skeleton archer shoots!
Skeleton mage's spell attains critical power!
Skeleton mage fires a bolt of fire energy from his elven-wood vilestaff!
Orc corruptor roars triumphantly.
Saving game...




















































































































