












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 43 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 18 on the 4th Decay 122nd year of Ascendancy at 06:34 0 / 8Killed by giant spider at level 18 on the 4th Decay 122nd year of Ascendancy at 08:35 Killed by snow giant thunderer at level 24 on the 47th Regrowth 123rd year of Ascendancy at 14:18 Killed by Isluldarin the skeleton magus at level 26 on the 56th Regrowth 123rd year of Ascendancy at 17:44 Killed by BEES IN MY HEAD at level 31 on the 12nd Dusk 123rd year of Ascendancy at 15:15 Killed by Xerith the skeleton archer at level 35 on the 57th Dusk 123rd year of Ascendancy at 21:06 Killed by Silata the orc pyromancer at level 41 on the 79th Dusk 123rd year of Ascendancy at 23:51 Killed by Xanywen the ghast at level 43 on the 72nd Haze 123rd year of Ascendancy at 14:06 |
Primary Stats
| Strength | 41 (base 13) |
| Dexterity | 80 (base 60) |
| Constitution | 70 (base 44) |
| Magic | 42 (base 14) |
| Willpower | 23 (base 11) |
| Cunning | 75 (base 60) |
Resources
| Life | -235/1462 |
| Stamina | 215/318 |
| Healing Factor | 1.557279256512 |
| Regeneration | 19.840059723822 |
Speed
| Mental | -9.8809849191639E-13% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 44.429186789964 |
| See Invisible | 44.429186789964 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 159 |
| Accuracy | 70 |
| Crit Chance | 51% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Light | +10% |
| Cold | +28% |
| Physical | +48% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +56% |
| Acid | +56% |
| Nature | +66% |
| Physical | +66% |
| Fire | +76% |
| All | +46% |
Defense: Base
| Armour (hardiness) | 70.683544434606 (82.07905162586%) |
| Defense | 81 |
| Ranged Defense | 87 |
| Fatigue | 26.923805221685 |
| Physical Save | 43 |
| Spell Save | 29 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 44%( 70%) |
| Nature | + 34%( 70%) |
| Darkness | + 40%( 70%) |
| Blight | + 40%( 70%) |
| Cold | + 37%( 70%) |
| Fire | + 30%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 72% |
| Stun Resistance | 89% |
| Disarm Resistance | 45% |
| Poison Resistance | 20% |
| Blind Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 101 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there 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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by BEES IN MY HEAD. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Lisatira the skeleton archer. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 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 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by 3-headed hydra. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Aruna the orc warrior. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Nereta the ghoul. Escort: worried loremaster (level 7 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 869. | 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 |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. * You've found the needed vial of greater demon bile. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland 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 | Flarebright the pair of drakeskin leather boots (0 def, 8 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Dmg.mod +8% physical +12% cold +21% fire Res.pen +10% fire ----- def ----- Armour +8 Silence- +50% Confus- +42% Stun/Frz- +43% ---------- misc Infravis +2 Size +1 A pair of boots made of leather. |
| Quiver | Frostblack (4/19, 75-90 power, 6 apr)3.0 T5 shot ammo [Random Unique] Disrupt/Master Power 75.0 - 90.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +8 mind Against +19% Unnatural +19% Unliving On Hit.r1 +4 mind On Crit.r2 +16 mind +8 cold On Hit: * 20% chance to reduce all saves and defense by 22 Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Sunworm'1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +20% fire +21% all Apr +20 Melee Ret 2 fire ----- def ----- Resists +9% nature +3% fire Max.HP +64.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Darkpulverizer (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+2 eff.) Res.pen +10% darkness +20% nature Acc +9 (+2 eff.) Melee Ret 10 darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness Phys.save +9 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -80.00 life Disarm- +45% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glorivea (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag +5 Con dps ---------- Crit.mult +25.00% Phys.pwr +7 (+0 eff.) Apr +10 ----- def ----- Armour +10 Defense +5 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Velumigatta'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +10.00% Phys.pwr +30 (+4 eff.) Dmg.mod +6% physical ----- def ----- Defense +10 (+2 eff.) Phys.save +11 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +12 (+4 eff.) Max.HP +80.00 ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Mydostir the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Crit.mult +20.00% Spell.pwr +15 (+3 eff.) ----- def ----- Armour +6 HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | Lorisaregohir0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% physical ----- def ----- Resists +13% lightning +9% blight Max.HP +20.00 Poison- +20% Stun/Frz- +24% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | halfling reinforced leather sling of true flight4.0 T4 sling 1H weapon [Ego++] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +17% physical Acc +9 (+2 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 25 out of 9/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+4 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Erelikan (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Str +4 Con dps ---------- Phys.crit +8.0% Crit.mult +20.00% Res.pen +10% acid ----- def ----- Armour +6 Defense +2 (+0 eff.) Phys.save +10 (+4 eff.) Max.HP +82.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Str +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +17% physical +16% cold ----- def ----- Resists +9% lightning +12% cold +8% blight +13% all Max.HP +88.00 HP.reg +3.60 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 186; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
starlit copper amulet of mastery (0.12 Technique / Skirmisher - Slings)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +21% ---------- misc Masteries +0.12 Technique/Skirmisher - Slings Amulets make your neck look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+4 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 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. |
Shadelady the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Mag ----- def ----- Armour +6 Resists +3% light +6% darkness ---------- misc See.Invis +3 Rings make your fingers look great! |
copper ring 'Voidstone'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% acid +9% darkness ----- def ----- Resists +3% light +6% darkness Phys.save +4 (+2 eff.) Rings make your fingers look great! |
copper ring 'Wildglory'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 nature ----- def ----- Resists +15% fire Mind.save +6 (+2 eff.) Poison- +10% Stun/Frz- +20% Teleport- +20% Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
stralite ring0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
mighty reinforced leather sling4.0 T4 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
warden's reinforced leather sling4.0 T4 sling 1H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% temporal +9% physical Res.pen +7% temporal +8% physical ---------- misc Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Zubodhessra (44-62 power, 8 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +6.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +10 (+2 eff.) Resists +18% blight +12% acid ---------- misc Stam/turn +3.00 Max.stam +30.00 One-handed war axes. |
Tempestworth the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% lightning +6% fire ----- def ----- Armour +2 Die.at -40.00 life Max.HP +36.00 A belt that goes around your waist. |
Xerywen1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +1 Wil +4 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Defense +13 (+2 eff.) Resists +13% acid +12% fire +7% lightning +7% cold Phys.save +14 (+5 eff.) Stealth +8 ---------- misc Size +1 A belt that goes around your waist. |
thick linen cloak of fog (6 def, 5 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +11% fire +11% light +11% cold Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
stormwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +14% lightning +13% physical +9% cold ----- def ----- Resists +9% blight +9% cold +8% lightning +13% all Max.HP +49.00 HP.reg +3.10 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +10% acid +7% temporal +5% fire +5% cold +8% arcane +15% physical ----- def ----- Resists +13% acid +11% physical +12% fire +12% cold +11% all ---------- misc Max.mana +40.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Belorille' (0 def, 4 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +9 Str +12 Dex dps ---------- Dmg.mod +11% acid +11% physical +13% fire +11% cold ----- def ----- Armour +4 Resists +12% acid +14% physical +14% cold +13% fire +9% all Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kilnoozer the pair of dwarven-steel boots (30 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Armour +10 Defense +30 (+6 eff.) Fatigue +3% Resists +5% arcane +9% fire Poison- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 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 phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown A pair of boots made of leather. |
pair of iron boots 'Aryldatta' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- Mind.crit +1% Apr +1 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +15 (+5 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +13% darkness +12% temporal ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +12% temporal Silence- +24% Confus- +33% Stun/Frz- +26% Def/telep +16 Res/telep +16% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dourripper the hardened leather gloves (5 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +7% Crit.mult +8.00% Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +6% temporal +2% physical Spell.save +3 (+1 eff.) Teleport- +10% 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
blighted dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 7 blight Dmg.mod +4% blight ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Phys.save +18 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd 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. |
dwarven-steel gauntlets 'Charathad' (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +6 Wil ----- def ----- Armour +5 Fatigue +3% Crit.chn- 15.00% Mind.save +9 (+3 eff.) Max.HP +48.00 ---------- misc Infravis +3 See.Invis +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's hardened leather gloves of spellstriking (0 def, 9 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil +5 Con dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +9 Hardiness +8% Resists +4% arcane +4% physical 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. |
Flamehunter the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Mag +3 Con dps ---------- Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +3% Resists +18% light +12% darkness Crit.chn- 10.00% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
dwarven-steel helm 'Elenydir' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex +5 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +4% Spell.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Goth' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness Die.at -80.00 life Pinning- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
flaming stralite shield (0 def, 8 armour, 46-56 power, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 46.5 - 55.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 9 fire Melee Ret 5 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
602 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Noonrend2.0 T1 lite [Rare] Nature While equipped: Stats +7 Str dps ---------- Phys.crit +4.0% Acc +10 (+3 eff.) ----- def ----- Phys.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Light +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. |
brass lantern 'Geda'2.0 T1 lite [Rare] Nature While equipped: Stats +7 Mag +4 Wil +7 Con dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+0 eff.) ----- def ----- Resists +6% mind ---------- misc Light +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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Light +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mireburst the pouch of dwarven-steel shots (20/20, 34-40 power, 3 apr)3.0 T3 shot ammo [Random Unique] Arcane/Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Phasing +20% Ranged+ +16 cold +20 nature On Crit.r2 +4 nature On Hit: * 10% chance to slow global speed by 48% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
deadly pouch of dwarven-steel shots of daylight (19/19, 40-47 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 39.5 - 47.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +6 light Against +13% Undead Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Shockoblivion' (19/19, 54-64 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master/Psionic Power 53.5 - 64.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +20 lightning +17 physical +15 temporal On Crit.r2 +20 mind On Hit: * 13% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 132 physical damage Shots are used with slings to pummel your foes to death. |
Breezeimmortal [power 1] (21 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Dex +1 Mag dps ---------- Res.pen +25% nature +5% fire ---------- misc Infravis +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Hurevor [power 212] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +20% blight ----- def ----- Crit.chn- 15.00% ---------- misc Equi/ret +0.24 Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Elilrana' [power 16] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +1% physical Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By BEES IN MY HEAD the Halfling Skirmisher level 36
61st Dusk 123rd year of Ascendancy at 13:56 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By BEES IN MY HEAD the Halfling Skirmisher level 36
59th Dusk 123rd year of Ascendancy at 21:57 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By BEES IN MY HEAD the Halfling Skirmisher level 41
75th Dusk 123rd year of Ascendancy at 19:02 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By BEES IN MY HEAD the Halfling Skirmisher level 39
71st Dusk 123rd year of Ascendancy at 09:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BEES IN MY HEAD the Halfling Skirmisher level 16
60th Dusk 122nd year of Ascendancy at 09:39 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By BEES IN MY HEAD the Halfling Skirmisher level 38
68th Dusk 123rd year of Ascendancy at 01:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By BEES IN MY HEAD the Halfling Skirmisher level 34
54th Dusk 123rd year of Ascendancy at 01:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By BEES IN MY HEAD the Halfling Skirmisher level 22
9th Regrowth 123rd year of Ascendancy at 06:09 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BEES IN MY HEAD the Halfling Skirmisher level 32
40th Dusk 123rd year of Ascendancy at 14:43 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By BEES IN MY HEAD the Halfling Skirmisher level 26
54th Regrowth 123rd year of Ascendancy at 10:50 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By BEES IN MY HEAD the Halfling Skirmisher level 31
12nd Dusk 123rd year of Ascendancy at 15:15 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 BEES IN MY HEAD the Halfling Skirmisher level 31
13rd Dusk 123rd year of Ascendancy at 06:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By BEES IN MY HEAD the Halfling Skirmisher level 10
13rd Dusk 122nd year of Ascendancy at 17:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By BEES IN MY HEAD the Halfling Skirmisher level 20
8th Decay 122nd year of Ascendancy at 20:40 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By BEES IN MY HEAD the Halfling Skirmisher level 30
66th Pyre 123rd year of Ascendancy at 23:24 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By BEES IN MY HEAD the Halfling Skirmisher level 40
72nd Dusk 123rd year of Ascendancy at 14:34 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By BEES IN MY HEAD the Halfling Skirmisher level 22
32nd Regrowth 123rd year of Ascendancy at 06:20 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By BEES IN MY HEAD the Halfling Skirmisher level 31
10th Flare 123rd year of Ascendancy at 22:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By BEES IN MY HEAD the Halfling Skirmisher level 21
1st Allure 123rd year of Ascendancy at 16:16 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By BEES IN MY HEAD the Halfling Skirmisher level 39
68th Dusk 123rd year of Ascendancy at 04:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By BEES IN MY HEAD the Halfling Skirmisher level 18
4th Decay 122nd year of Ascendancy at 06:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By BEES IN MY HEAD the Halfling Skirmisher level 8
6th Mirth 122nd year of Ascendancy at 18:40 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 BEES IN MY HEAD the Halfling Skirmisher level 27
45th Pyre 123rd year of Ascendancy at 05:53 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By BEES IN MY HEAD the Halfling Skirmisher level 40
74th Dusk 123rd year of Ascendancy at 06:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By BEES IN MY HEAD the Halfling Skirmisher level 16
41st Dusk 122nd year of Ascendancy at 22:18 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By BEES IN MY HEAD the Halfling Skirmisher level 42
29th Haze 123rd year of Ascendancy at 12:16 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By BEES IN MY HEAD the Halfling Skirmisher level 27
44th Pyre 123rd year of Ascendancy at 19:19 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By BEES IN MY HEAD the Halfling Skirmisher level 26
55th Regrowth 123rd year of Ascendancy at 06:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By BEES IN MY HEAD the Halfling Skirmisher level 17
79th Haze 122nd year of Ascendancy at 03:35 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BEES IN MY HEAD the Halfling Skirmisher level 35
59th Dusk 123rd year of Ascendancy at 01:11 see stats
Log
BEES IN MY HEAD resists the stunning strike!
Talent Tumble is ready to use.
Something hits BEES IN MY HEAD for (29 flat reduction), 136 physical, (29 flat reduction), 157 physical, (10 flat reduction), 0 nature (294 total damage).
Worm Rot from Glorevea the ghast hits BEES IN MY HEAD for (29 flat reduction), 3 blight, (29 flat reduction), 9 acid (12 total damage).
BEES IN MY HEAD wanders around!
Something misses BEES IN MY HEAD.
Thunderstorm hits BEES IN MY HEAD for (1 flat reduction), 0 lightning (0 total damage).
Something hits BEES IN MY HEAD for (19 flat reduction), 0 blight (0 total damage).
Something hits BEES IN MY HEAD for (29 flat reduction), 3 blight (3 total damage).
Diseases BURN THROUGH BEES IN MY HEAD!
BEES IN MY HEAD is free from the worm rot.
A carrion worm mass bursts out of BEES IN MY HEAD!
BEES IN MY HEAD is afflicted by a decrepitude disease!
BEES IN MY HEAD resists the stun!
Something hits BEES IN MY HEAD for (29 flat reduction), 35 blight, (29 flat reduction), 62 blight, (13 flat reduction), 0 mind (97 total damage).
Something misses BEES IN MY HEAD.
BEES IN MY HEAD is disarmed!
Something hits BEES IN MY HEAD for (29 flat reduction), 137 physical, (11 flat reduction), 0 nature, (29 flat reduction), 101 physical (238 total damage).
Decrepitude Disease from Xanywen the ghast hits BEES IN MY HEAD for (29 flat reduction), 15 blight (15 total damage).
Thunderstorm hits BEES IN MY HEAD for (21 flat reduction), 0 lightning (0 total damage).
You cannot go into the wilds with the following effects: Decrepitude Disease, Confused, Brainlocked, Cripple, Blinded, Spellshocked, Curse of Defenselessness, Disarmed
Something hits BEES IN MY HEAD for (26 flat reduction), 0 blight (0 total damage).
Something hits BEES IN MY HEAD for (26 flat reduction), 0 blight (0 total damage).
Something hits BEES IN MY HEAD for (29 flat reduction), 15 blight (15 total damage).
BEES IN MY HEAD is afflicted by an epidemic!
Something hits BEES IN MY HEAD for (29 flat reduction), 2 mind (2 total damage).
Something misses BEES IN MY HEAD.
Something hits BEES IN MY HEAD for (29 flat reduction), 122 physical (122 total damage).
BEES IN MY HEAD the level 43 halfling skirmisher was tortured to death by Xanywen the ghast on level 1 of Ruins of Telmur.
























































































































