
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 37 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Porurin the thief at level 16 on the 25th Pyre 123rd year of Ascendancy at 06:10 4 / 3Killed by The Shade of Telos at level 35 on the 41st Regrowth 124th year of Ascendancy at 10:10 Killed by The Shade of Telos at level 35 on the 41st Regrowth 124th year of Ascendancy at 11:58 |
Primary Stats
| Strength | 83 (base 60) |
| Dexterity | 90 (base 60) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 36 (base 33) |
Resources
| Life | 989/989 |
| Mana | 251/286 |
| Stamina | 223/223 |
| Healing Factor | 1.34 |
| Regeneration | 3.417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 61 |
| Crit Chance | 11% |
| APR | 18 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 32.316620585198 |
| Ranged Defense | 32.316620585198 |
| Fatigue | 16 |
| Physical Save | 46.433333333333 |
| Spell Save | 34.15 |
| Mental Save | 45.8 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 331 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 270.60 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. |
Class Talents
| Technique / Archery - bows | 1.56 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.26 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Premonition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | 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 Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)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 Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength 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 |
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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 502. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * '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.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of voratun boots 'Arthilathahir' (0 def, 5 armour) pair of voratun boots 'Arthilathahir' (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +5 Con / +6 Wil Changes resistances penetration: +15% mind / +9% physical Spell save: +20 (+9 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +15% Knockback immunity: +5% Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Deepszephyr the quiver of dragonbone arrows (23/23, 69-96.6 power, 18 apr) Deepszephyr the quiver of dragonbone arrows (23/23, 69-96.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 69.0 - 96.6 Uses stats: 70% Dex, 50% Str Damage type: Nature Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 47% chance to inflict damage reduction * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +26 physical / +58 temporal / +19 nature Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +16 nature Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of corpselight bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +5% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 18 blight damage or heals 24 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emelivea the dwarven-steel helm (0 def, 4 armour) Emelivea the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Str / +1 Dex Changes resistances: +9% acid / +7% fire / +7% lightning / +7% cold Critical mult.: +3.00% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a shining orb, costing 31 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Yaroregolar the Scaldrazor Yaroregolar the ScaldrazorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% fire / +11% physical Changes damage: +11% physical Rings can have magical properties. |
| On fingers | rogue's gold ring of warding rogue's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +11% acid / +10% fire / +12% lightning / +10% cold Rings can have magical properties. |
| Around waist | drakeskin leather belt 'Nerada' drakeskin leather belt 'Nerada'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 8 temporal Changes stats: +5 Wil Changes damage: +12% blight / +6% temporal Physical save: +15 (+5 eff.) Mental save: +26 (+9 eff.) Maximum life: +95.00 Spellpower: +5 (+2 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
| In main hand | dragonbone longbow of dexterity (+6) dragonbone longbow of dexterity (+6)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +22% physical Longbows are used to shoot arrows at your foes. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 2.0 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 244.94 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Daimizor the Cleanserace (7 def, 8 armour) Daimizor the Cleanserace (7 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +7 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Changes resistances: +8% physical / +9% nature / +6% temporal Changes resistances penetration: +5% temporal Physical save: +30 (+10 eff.) Life regen: +2.30 Maximum life: +78.00 Healing mod.: +14% A suit of armour made of leather. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Stormpall the stralite amulet Stormpall the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +10% lightning Talent masteries: +0.26 Cunning / Survival +0.26 Technique / Archery - bows Mental save: +8 (+3 eff.) Cut immunity: +50% Confusion immunity: +10% Mana when firing critical spell: +4.00 Mindpower: +5 (+2 eff.) Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
acid wave rune (74 acid damage; dur 5; apply 20) acid wave rune (74 acid damage; dur 5; apply 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 74.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect 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 ability. |
biting gale rune of the duelist (153 cold damage; 62 apply power) biting gale rune of the duelist (153 cold damage; 62 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 153.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 62. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (333 lightning damage) lightning rune of the titan (333 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 111.00 to 333.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (865% regen over 10 turns; 43 instant mana) manasurge rune (865% regen over 10 turns; 43 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 865% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 7; power 18; dur 4) phase door rune of the titan (range 7; power 18; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Hurisaroneg the Dazzlepride Hurisaroneg the DazzlepridePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to blind Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 6% chance to inflict damage reduction * 7% chance to blind Changes stats: +2 Mag Changes damage: +4% acid / +13% light / +5% lightning / +5% cold / +4% fire / +9% mind / +9% darkness Life regen: +1.90 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +2 Amulets can have magical properties. |
gold amulet 'Noonquake' gold amulet 'Noonquake'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +9% light Teleport immunity: +50% It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 13 turns. Amulets can have magical properties. |
grounding gold amulet of strength (+6) grounding gold amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +13% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
insulating gold amulet of strength (+3) insulating gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% fire / +15% cold Amulets can have magical properties. |
protective stralite amulet of constitution (+5) protective stralite amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Defense: +7 (+4 eff.) Changes stats: +5 Con Changes resistances cap: +5% all Physical save: +8 (+3 eff.) Amulets can have magical properties. |
stabilizing gold amulet of strength (+4) stabilizing gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +14% temporal Pinning immunity: +24% Knockback immunity: +26% Amulets can have magical properties. |
starlit gold amulet starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +13% darkness Blindness immunity: +29% Amulets can have magical properties. |
starseer's gold amulet of manastreaming starseer's gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +5% physical Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +28.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +6 Cun / +5 Con Blindness immunity: +23% Life regen: +0.60 Stamina each turn: +0.50 Infravision radius: +5 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of willpower (+6) wanderer's stralite amulet of willpower (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +4 Wil / +4 Cun / +7 Con Life regen: +0.40 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +5 Dex / +6 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Beluyamiwe BeluyamiweCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Damage when hit (Melee): 8 mind Stun/Freeze immunity: +32% Life regen: +1.90 Rings can have magical properties. |
Hathoruihek HathoruihekInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% cold Changes damage: +10% cold Infravision radius: +1 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Shinetooth ShinetoothInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Con Changes resistances: +2% physical Physical save: +27 (+9 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Light radius: +1 Rings can have magical properties. |
gladiator's stralite ring of sensing gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Blindness immunity: +34% Infravision radius: +4 See stealth: +13 See invisible: +12 Rings can have magical properties. |
pixie's gold ring of pilfering pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +10 (+5 eff.) Changes stats: +4 Cun / +3 Mag Spellpower: +5 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
stralite ring of time (+16%) stralite ring of time (+16%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +16% temporal Changes damage: +16% temporal Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
wizard's stralite ring of light (+26%) wizard's stralite ring of light (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +26% light Changes damage: +13% light Spell save: +12 (+6 eff.) Rings can have magical properties. |
voratun greatsword 'Blazequeen' (84-134.4 power, 4 apr) voratun greatsword 'Blazequeen' (84-134.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.0 - 134.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +6% lightning / +9% fire Massive two-handed swords. |
steady dragonbone longbow of lightning steady dragonbone longbow of lightningRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +15 lightning When wielded/worn: Accuracy: +9 (+2 eff.) Changes damage: +22% lightning Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
swiftstrike elven-wood longbow of recursion swiftstrike elven-wood longbow of recursionRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Longbows are used to shoot arrows at your foes. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 127.45 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+15 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Tyneg the hardened leather belt Tyneg the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +8 Physical save: +9 (+3 eff.) Only die when reaching: -80.00 life Healing mod.: +10% A belt that goes around your waist. |
monstrous hardened leather belt of recklessness monstrous hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+4 eff.) Changes stats: +4 Str / +4 Con Critical mult.: +8.00% Physical save: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Arorawyn the cashmere cloak (2 def, 0 armour) Arorawyn the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Critical mult.: +31.00% Stealth bonus: +11 Mental save: +20 (+7 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Darkqueller the elven-silk cloak (18 def, 0 armour) Darkqueller the elven-silk cloak (18 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+9 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +5 Cun / +5 Wil Changes resistances: +9% acid / +15% blight / +9% fire / +9% cold / +8% lightning Changes damage: +9% darkness Physical save: +12 (+4 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
cashmere cloak 'Starpython' (2 def, 0 armour) cashmere cloak 'Starpython' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Effects on melee hit: * 30% chance to blind Changes damage: +3% nature Maximum life: +69.00 Maximum stamina: +24.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door in range 6, radius 2, costing 21 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Zanogorn the Burnwrest (0 def, 3 armour) Zanogorn the Burnwrest (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 fire Changes resistances: +14% fire / +6% cold Changes damage: +12% fire A pair of boots made of leather. |
pair of dwarven-steel boots 'Islonne' (0 def, 4 armour) pair of dwarven-steel boots 'Islonne' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +9% temporal / +3% cold / +12% fire Spell save: +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of rushing (0 def, 3 armour) pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.7 Power cost: 22 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Amudig (0 def, 2 armour) Amudig (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +2 Changes stats: +1 Cun / +8 Str Grants telepathy: Dragon Infravision radius: +2 See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zurand the hardened leather gloves (0 def, 6 armour) Zurand the hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +1 Con Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Maximum life: +47.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Chalydrachik' (0 def, 2 armour) dwarven-steel gauntlets 'Chalydrachik' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 fire Changes resistances: +6% cold / +3% light / +6% fire Changes damage: +6% fire Spell save: +9 (+4 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's voratun gauntlets of dispersion (0 def, 3 armour) psychic's voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 arcane / 9 mind Changes stats: +4 Mag / +7 Wil Changes resistances: +5% arcane / +7% mind Changes damage: +7% mind It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
steady voratun gauntlets of the juggernaut (0 def, 3 armour) steady voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Changes stats: +3 Con Physical save: +25 (+8 eff.) Spell save: +3 (+2 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +61% It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
catburglar's dwarven-steel helm of might (0 def, 4 armour) catburglar's dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +5 Dex / +3 Con Changes resistances: +12% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Ravenwaker' (0 def, 4 armour) dwarven-steel helm 'Ravenwaker' (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +1 Wil / +1 Cun / +1 Con Changes resistances: +7% blight / +9% darkness Changes damage: +3% darkness Spell save: +9 (+4 eff.) Mental save: +9 (+3 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour) rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +21% fire Life regen: +4.30 Stamina each turn: +0.50 A suit of armour made of leather. |
dwarven-steel plate armour 'Uraharalen' (5 def, 11 armour) dwarven-steel plate armour 'Uraharalen' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 16 physical Changes stats: +1 Str / +4 Dex Life regen: +3.70 Only die when reaching: -20.00 life Maximum life: +112.00 Healing mod.: +33% A suit of armour made of metal plates. |
Xanith the quiver of dragonbone arrows (23/23, 53.5-74.9 power, 18 apr) Xanith the quiver of dragonbone arrows (23/23, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon crit: * splashes the target with acid Damage (Ranged): +20 acid / +56 darkness / +20 arcane Burst (radius 1) on hit: +8 arcane Damage against: +38% Living Arrows are used with bows to pierce your foes to death. |
deadly quiver of elven-wood arrows of erosion (21/21, 55.5-77.7 power, 14 apr) deadly quiver of elven-wood arrows of erosion (21/21, 55.5-77.7 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 Damage (Ranged): +9 nature / +12 temporal Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows (24/24, 55.5-77.7 power, 18 apr) quiver of dragonbone arrows (24/24, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Tarridekan' (22/22, 43.5-60.9 power, 16 apr) quiver of elven-wood arrows 'Tarridekan' (22/22, 43.5-60.9 power, 16 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +2.5% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 40 arcane resource burn * 25% chance to cause random gloom Damage (Ranged): +16 mind Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 physical When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
69 alchemist agate 69 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Breezeswift (dig speed 23 turns) Breezeswift (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict damage reduction Changes stats: +1 Cun / +4 Str Changes resistances: +10% nature Changes resistances penetration: +15% darkness Changes damage: +8% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Flashmistress (dig speed 30 turns) Flashmistress (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 fire Changes stats: +5 Str Changes resistances: +3% darkness / +12% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beetodil BeetodilCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
alchemist's lamp 'Blazekill' alchemist's lamp 'Blazekill'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +6% darkness Changes resistances penetration: +5% light Maximum life: +57.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of clarity ethereal dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag Mental save: +10 (+3 eff.) Spellpower: +11 (+6 eff.) Light radius: +6 See stealth: +10 See invisible: +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
38 alchemist bloodstone 38 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 240.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Fulystir [power 27] (26 cooldown) Fulystir [power 27] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Changes resistances penetration: +5% blight / +5% arcane Talent granted: +1 Ward Spell crit. chance: +3% It can be used to teleport randomly (rad 27), putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
quick stralite torque of psychoportation [power 31] (21 cooldown) quick stralite torque of psychoportation [power 31] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 31), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
Neroth [power 177] (18 cooldown) Neroth [power 177] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +4 acid / +4 nature / +4 light Talent granted: +1 Ward Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spell crit. chance: +3% Damage Shield penetration: +40% It can be used to heal a target within range 7 (Willpower) for 177, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ce'Nabrewyn the Skeleton Archer level 28
53rd Dusk 123rd year of Ascendancy at 05:41 see stats
Arachnophobia
Destroyed the spydric menace.By Ce'Nabrewyn the Skeleton Archer level 32
19th Haze 123rd year of Ascendancy at 23:15 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 Ce'Nabrewyn the Skeleton Archer level 33
44th Haze 123rd year of Ascendancy at 08:54 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Ce'Nabrewyn the Skeleton Archer level 37
25th Pyre 124th year of Ascendancy at 20:51 see stats
Brave new world
Went to the Far East and took part in the war.By Ce'Nabrewyn the Skeleton Archer level 31
71st Dusk 123rd year of Ascendancy at 04:13 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ce'Nabrewyn the Skeleton Archer level 16
80th Regrowth 123rd year of Ascendancy at 03:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ce'Nabrewyn the Skeleton Archer level 9
14th Dusk 122nd year of Ascendancy at 20:50 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ce'Nabrewyn the Skeleton Archer level 30
66th Dusk 123rd year of Ascendancy at 19:02 see stats
Exterminator
Killed 1000 creatures.By Ce'Nabrewyn the Skeleton Archer level 15
79th Regrowth 123rd year of Ascendancy at 18:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ce'Nabrewyn the Skeleton Archer level 23
20th Dusk 123rd year of Ascendancy at 23:19 see stats
Fear me not!
Survived the Fearscape!By Ce'Nabrewyn the Skeleton Archer level 29
60th Dusk 123rd year of Ascendancy at 16:26 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Ce'Nabrewyn the Skeleton Archer level 32
29th Haze 123rd year of Ascendancy at 10:48 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Ce'Nabrewyn the Skeleton Archer level 33
72nd Haze 123rd year of Ascendancy at 03:55 see stats
Guiding Hand
Saved all escorted adventurers.By Ce'Nabrewyn the Skeleton Archer level 26
44th Dusk 123rd year of Ascendancy at 18:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ce'Nabrewyn the Skeleton Archer level 20
67th Pyre 123rd year of Ascendancy at 02:03 see stats
Level 10
Got a character to level 10.By Ce'Nabrewyn the Skeleton Archer level 10
32nd Dusk 122nd year of Ascendancy at 20:34 see stats
Level 20
Got a character to level 20.By Ce'Nabrewyn the Skeleton Archer level 20
61st Pyre 123rd year of Ascendancy at 00:02 see stats
Level 30
Got a character to level 30.By Ce'Nabrewyn the Skeleton Archer level 30
63rd Dusk 123rd year of Ascendancy at 06:30 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Ce'Nabrewyn the Skeleton Archer level 20
3rd Summertide 123rd year of Ascendancy at 15:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ce'Nabrewyn the Skeleton Archer level 12
74th Dusk 122nd year of Ascendancy at 01:53 see stats
Size is everything
Did over 1500 damage in one attack.By Ce'Nabrewyn the Skeleton Archer level 36
79th Regrowth 124th year of Ascendancy at 22:11 see stats
Size matters
Did over 600 damage in one attack.By Ce'Nabrewyn the Skeleton Archer level 29
56th Dusk 123rd year of Ascendancy at 02:42 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ce'Nabrewyn the Skeleton Archer level 30
66th Dusk 123rd year of Ascendancy at 23:31 see stats
The Arena
Unlocked Arena mode.By Ce'Nabrewyn the Skeleton Archer level 9
27th Dusk 122nd year of Ascendancy at 08:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ce'Nabrewyn the Skeleton Archer level 15
43rd Regrowth 123rd year of Ascendancy at 03:28 see stats
The secret city
Discovered the truth about mages.By Ce'Nabrewyn the Skeleton Archer level 7
1st Summertide 122nd year of Ascendancy at 03:26 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ce'Nabrewyn the Skeleton Archer level 34
5th Decay 123rd year of Ascendancy at 07:22 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ce'Nabrewyn the Skeleton Archer level 15
42nd Regrowth 123rd year of Ascendancy at 19:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ce'Nabrewyn the Skeleton Archer level 27
45th Dusk 123rd year of Ascendancy at 07:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ce'Nabrewyn the Skeleton Archer level 17
35th Pyre 123rd year of Ascendancy at 04:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ce'Nabrewyn the Skeleton Archer level 27
49th Dusk 123rd year of Ascendancy at 19:49 see stats
Log
Ce'Nabrewyn casts Rune: Shielding.
A shield forms around Ce'Nabrewyn.
Ce'Nabrewyn casts Rune: Teleportation.
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 29th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
The shield around Ce'Nabrewyn crumbles.
Today is the 30th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
There is a Gates of Morning (Town) here (press '' or right click to use).
Talent Rune: Shielding is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Resting starts...
Talent Rune: Teleportation is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Saving done.
Ce'Nabrewyn activates Intuitive Shots.
Saving game...
Saving done.
Ce'Nabrewyn deactivates Premonition.
Ce'Nabrewyn deactivates Intuitive Shots.
