








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Paradox Mage |
| Level / Exp | 32 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 19 on the 64th Dusk 122nd year of Ascendancy at 12:50 0 / 7Killed by Zack at level 24 on the 64th Regrowth 123rd year of Ascendancy at 13:05 Killed by Cyrylrawe the temporal stalker at level 24 on the 65th Regrowth 123rd year of Ascendancy at 13:35 Killed by Eilinyra the elven cultist at level 31 on the 3rd Pyre 123rd year of Ascendancy at 03:35 Killed by Betyvena the elven guard at level 31 on the 4th Pyre 123rd year of Ascendancy at 08:53 Killed by Gybeth the elven blood mage at level 32 on the 5th Pyre 123rd year of Ascendancy at 15:49 Killed by Emelirin the elven elite warrior at level 32 on the 6th Pyre 123rd year of Ascendancy at 20:58 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 32 (base 18) |
| Magic | 80 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 22 (base 10) |
Resources
| Life | -181/828 |
| Paradox | 472 |
| Healing Factor | 1.1724420161894 |
| Regeneration | 0.29311050404735 |
Speed
| Mental | +10.000000000002% |
| Attack | +1.9984014443253E-12% |
| Movement | +3.9968028886506E-12% |
| Spell | +1.9984014443253E-12% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 15 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 9 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 18% |
| Speed | 0.99999999999998 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 6% |
| Speed | 0.99999999999998 |
Offense: Damage Bonus
| Physical | +14% |
| Nature | +23% |
| Temporal | +49% |
| Fire | +20% |
| Arcane | +21% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +25% |
| Physical | +32% |
| Temporal | +28% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 1 |
| Physical Save | 27 |
| Spell Save | 47 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Nature | + 41%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 22%( 70%) |
| Mind | + 22%( 70%) |
| Cold | + 32%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| 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 377 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 540 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.44 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 163. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. | active |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ce'Nulekira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +3% acid / +3% temporal Poison immunity: +20% Disease immunity: +10% Infravision radius: +5 A pair of boots made of leather. |
| Light source | Blazebright the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Dex Changes resistances penetration: +5% blight Changes damage: +6% arcane Mana when firing critical spell: +2.00 Light radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xerodhewe (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Cun / +3 Str Changes damage: +6% mind Mindpower: +5 (+2 eff.) Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.3 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Armeyon [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +25% physical Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Mindpower: +10 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings make your fingers look great! |
| On fingers | Gith the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +22% nature Changes damage: +11% nature Silence immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +7 Cun / +6 Lck Damage against: +20% Summoned Reduced damage from: +17% Summoned Trap disarming bonus: +8 Stealth bonus: +7 Infravision radius: +5 A belt that goes around your waist. |
| In main hand | yew vilestaff 'Darkoblivion' (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% cold Changes resistances penetration: +15% blight / +20% temporal / +25% darkness Changes damage: +20% fire / +9% temporal Talent granted: +1 Command Staff Spellpower: +22 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Oakseam (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +8 Damage (Melee): 10 temporal Damage (Ranged): 11 temporal Changes stats: +4 Str / +4 Dex / +4 Mag / +5 Con Changes resistances: +9% nature / +8% temporal Changes damage: +8% arcane / +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Poxusher (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Wil / +7 Mag Changes resistances: +3% nature / +12% darkness / +12% mind / +11% all Changes resistances penetration: +7% physical / +8% temporal Changes damage: +8% physical / +33% temporal / +7% arcane / +12% nature Physical save: +14 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +22 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +34.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +13 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +1 Dex / +4 Mag / +4 Wil / +2 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | enraging copper amulet of perfection (0.14 Cunning / Survival,0.14 Chronomancy / Matter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes damage: +6% physical Talent masteries: +0.14 Cunning / Survival +0.14 Chronomancy / Matter Combat speed: +10% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 100; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 402; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Polyma the ChargewishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Changes resistances penetration: +10% lightning / +5% fire Changes damage: +3% lightning / +9% mind Blindness immunity: +23% Amulets make your neck look great! |
archmage's steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +4% acid / +4% fire / +5% cold / +4% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets make your neck look great! |
Anerendur the steel ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 13 light Changes stats: +1 Mag / +5 Wil / +5 Cun Changes resistances: +22% lightning Changes damage: +12% light / +11% lightning Spellpower: +10 (+3 eff.) Spell crit. chance: +3% Mindpower: +8 (+3 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Glitterwar the stralite dagger (44-57 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 44.0 - 57.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +16 cold When wielded/worn: Changes resistances: +9% light / +6% mind / +5% arcane / +9% nature Physical save: +18 (+9 eff.) Maximum life: +80.00 Light radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatsword of erosion (62-99 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Accuracy: +27 (+12 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Bloomsoul (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
This item will automatically be transmogrified when you leave the level.horrifying living mindstar of balance (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 8 darkness Changes damage: +6% mind / +6% darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (18-22 power, 4 apr, temporal element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+7 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.9 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 224.81 physical (gravity) damage. Each target moved beyond the first increases the damage by 28.10 (up to a maximum of 112.41 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
This item will automatically be transmogrified when you leave the level.Manurek the Brightfist (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +21% acid / +6% fire Changes damage: +25% darkness / +36% fire Talent granted: +1 Command Staff Disease immunity: +20% Life regen: +4.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff of breaching (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% light / +10% temporal / +10% darkness / +10% physical Changes damage: +20% light / +20% temporal / +20% darkness / +20% physical Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.flaming stralite waraxe of evisceration (30-43 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +11 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+5 eff.) One-handed war axes. |
BelildataCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +2 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +1 Cun Spell save: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
DaimorelinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Str Changes resistances: +9% fire Mental save: +5 (+2 eff.) Teleport immunity: +20% Maximum stamina: +30.00 Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Siluta the JetstingerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +1 Str / +1 Dex / +4 Cun Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Stealth bonus: +6 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Brightreaper' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +15% acid / +3% light Changes resistances penetration: +5% temporal Changes damage: +3% temporal Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isluldamina the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +20% lightning / +3% darkness / +6% fire / +6% blight / +5% cold / +16% nature / +9% all Changes damage: +15% lightning / +7% physical / +11% nature / +7% cold Spell save: +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+6 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
linen robe of time (+11%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +11% temporal Changes damage: +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +13% arcane / +10% all Maximum mana: +28.00 Spellpower: +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.grounding pair of hardened leather boots of evasion (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Changes resistances: +8% lightning / +5% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Giluredir' (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+3 eff.) Armour: +5 Defense: +15 (+7 eff.) Changes stats: +2 Cun / +2 Con Physical save: +11 (+5 eff.) Mental save: +10 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Cinderoozer the drakeskin leather gloves (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 23% chance to reduce all saves and defense by 28 * 20% chance to reduce strength, dexterity, and constitution by 28 Damage (Melee): 32 darkness / 38 mind Changes resistances: +12% fire Changes resistances penetration: +20% arcane / +10% fire Changes damage: +12% arcane Mental save: -5 (-1 eff.) Mana each turn: +0.12 Spellpower: +25 (+7 eff.) Mindpower: +9 (+3 eff.) Damage Shield penetration: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gilelarain the Rainsever (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 7 physical Changes stats: +2 Dex / +1 Wil Changes damage: +9% nature / +4% physical Disease immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belynne (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil / +3 Mag Changes resistances: +6% mind Changes damage: +3% mind Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Sunwither the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +9 Wil Changes resistances: +9% light / +6% fire Mental save: +8 (+3 eff.) Mindpower: +15 (+5 eff.) Light radius: +5 A cap made of leather. |
aegis linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil / +4 Mag Life regen: +1.70 Spellpower: +4 (+2 eff.) Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
hardened leather cap 'Daireleg' (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+9 eff.) Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +7 Wil / +4 Cun / +1 Con Changes resistances: +14% mind / +7% physical Physical save: +7 (+3 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +29% Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
rough leather cap 'Ce'Nedakira' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Physical power: +5 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +6% lightning / +6% temporal Only die when reaching: -40.00 life A cap made of leather. |
rough leather cap 'Ulochak' (15 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+7 eff.) Fatigue: +1% Changes stats: +2 Wil / +3 Cun / +1 Con Changes resistances: +3% temporal Disease immunity: +10% Mindpower: +4 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun mail armour of fire resistance (5 def, 21 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +17% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Splendourwinter' (29 def, 16 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +29 (+12 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Con Changes resistances penetration: +25% light Changes damage: +21% light Maximum life: +50.00 A suit of armour made of mail. |
duelist's cured leather armour of the deep (8 def, 9 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Dex Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
5 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. |
497 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Betukira the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% temporal Teleport immunity: +10% Light radius: +6 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. |
This item will automatically be transmogrified when you leave the level.Umbrafiend the dwarven lantern Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 4 darkness / 4 fire Changes resistances: +9% cold / +12% darkness / +7% temporal Changes resistances penetration: +5% darkness Changes damage: +3% fire Physical save: +18 (+9 eff.) Spell save: +15 (+5 eff.) Mental save: +28 (+10 eff.) Light radius: +5 See stealth: +19 See invisible: +21 Defense after a teleport: +15 Resist all after a teleport: +19% New effects duration reduction after a teleport: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
7 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. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Belogar the Frozenknave [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% fire / +3% temporal Changes damage: +15% cold Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Silence immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Uromahell [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +5% arcane Spell save: +9 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 120 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Stormspike [power 206] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% blight / +9% mind Changes resistances penetration: +15% mind / +25% lightning Changes damage: +6% lightning It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zack the Ghoul Paradox Mage level 15
25th Dusk 122nd year of Ascendancy at 07:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Zack the Ghoul Paradox Mage level 31
3rd Pyre 123rd year of Ascendancy at 20:44 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zack the Ghoul Paradox Mage level 22
38th Regrowth 123rd year of Ascendancy at 21:07 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zack the Ghoul Paradox Mage level 28
71st Regrowth 123rd year of Ascendancy at 15:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Zack the Ghoul Paradox Mage level 22
39th Regrowth 123rd year of Ascendancy at 22:38 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zack the Ghoul Paradox Mage level 31
1st Pyre 123rd year of Ascendancy at 07:21 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zack the Ghoul Paradox Mage level 10
7th Flare 122nd year of Ascendancy at 04:23 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zack the Ghoul Paradox Mage level 20
64th Dusk 122nd year of Ascendancy at 14:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Zack the Ghoul Paradox Mage level 30
78th Regrowth 123rd year of Ascendancy at 01:26 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zack the Ghoul Paradox Mage level 20
64th Dusk 122nd year of Ascendancy at 18:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Zack the Ghoul Paradox Mage level 31
2nd Pyre 123rd year of Ascendancy at 11:46 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Zack the Ghoul Paradox Mage level 12
7th Dusk 122nd year of Ascendancy at 16:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zack the Ghoul Paradox Mage level 11
2nd Dusk 122nd year of Ascendancy at 08:28 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zack the Ghoul Paradox Mage level 23
51st Regrowth 123rd year of Ascendancy at 18:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Zack the Ghoul Paradox Mage level 8
1st Flare 122nd year of Ascendancy at 20:27 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Zack the Ghoul Paradox Mage level 23
51st Regrowth 123rd year of Ascendancy at 04:24 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zack the Ghoul Paradox Mage level 21
26th Regrowth 123rd year of Ascendancy at 15:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zack the Ghoul Paradox Mage level 16
34th Dusk 122nd year of Ascendancy at 12:04 see stats
Log
Zack casts Haste.
Zack speeds up.
Zack casts Seal Fate.
Zack casts Webs of Fate.
Zack casts Time Stop.
Zack has stopped time!
Zack casts Redux.
Zack uses Ghoulish Leap.
Zack speeds up.
Emelirin the elven elite warrior uses Evasion.
Emelirin the elven elite warrior tries to evade attacks.
Zack casts Dimensional Step.
Zack is out of phase.
Zack emerges from a space-time rift!
Emelirin the elven elite warrior casts Aether Breach.
Emelirin the elven elite warrior begins channeling arcane through a breach in reality!
Emelirin the elven elite warrior casts a protective shield just in time!
Zack has finished recovering.
Zack is no longer cursed.
Zack converts damage to paradox!
Webs of Fate hits Emelirin the elven elite warrior for (85 ignored), 0 light, 8 fire (8 total damage).
Burning from Isobreta the ogre rune-spinner hits Zack for (12 webs of fate), (9 dissipated), (7 converted), 15 fire (15 total damage).
Phantasmal Shield hits Zack for (91 webs of fate), (25 dissipated), (66 converted), 154 light (154 total damage).
Emelirin the elven elite warrior casts Freeze.
Emelirin the elven elite warrior's spell attains critical power!
Zack converts damage to paradox!
Emelirin the elven elite warrior hits Zack for (469 resilience), (112 webs of fate), (26 dissipated), (83 converted), 193 cold (193 total damage).
Webs of Fate hits Emelirin the elven elite warrior for 79 cold damage.
Zack the level 32 ghoul paradox mage was iced to death by Emelirin the elven elite warrior on level 5 of Dark crypt.
















































































































