Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. QuickTome: Remove Stat Requirements 1.4.1 Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Adventurer Testing Cheat 1.3.1For testing purposes of adventurer synergies Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 30 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Isligada the water imp at level 23 on the 53rd Dusk 122nd year of Ascendancy at 16:39 9987 / 9Killed by shadow at level 25 on the 78th Dusk 122nd year of Ascendancy at 12:59 Killed by Adiminne the elven tempest at level 25 on the 79th Dusk 122nd year of Ascendancy at 00:55 Killed by Emelimina the elven blood mage at level 26 on the 79th Dusk 122nd year of Ascendancy at 04:27 Killed by Anduvaas the quasit at level 26 on the 79th Dusk 122nd year of Ascendancy at 07:31 Killed by Adidhewyn the elven cultist at level 26 on the 79th Dusk 122nd year of Ascendancy at 22:22 Killed by Gloruthra the elven mage at level 28 on the 1st Time of Equilibrium 122nd year of Ascendancy at 16:38 Killed by Islulrada the skeleton master archer at level 29 on the 14th Haze 122nd year of Ascendancy at 15:26 Killed by skeleton master archer at level 30 on the 14th Haze 122nd year of Ascendancy at 18:07 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 68 (base 60) |
| Constitution | 47 (base 18) |
| Magic | 79 (base 60) |
| Willpower | 75 (base 60) |
| Cunning | 34 (base 33) |
Resources
| Mana | 734/734 |
| Equilibrium | 0 |
| Life | 714/714 |
| Positive | 137/137 |
| Stamina | 350/350 |
| Paradox | 0 |
| Healing Factor | 1.49 |
| Regeneration | 4.3955 |
Speed
| Mental | -9.9920072216264E-13% |
| Attack | -9.9920072216264E-13% |
| Movement | -66.666666666667% |
| Spell | -9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 32.802442102749 |
| See Invisible | 38.802442102749 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 62 |
| Crit Chance | 30% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 66 |
| Accuracy | 62 |
| Crit Chance | 32% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49.333333333333 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.033333333333 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (45%) |
| Defense | 47.30081403425 |
| Ranged Defense | 47.30081403425 |
| Fatigue | 10 |
| Physical Save | 41.683333333333 |
| Spell Save | 37.125 |
| Mental Save | 32.25 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 57% |
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 677 damage for 7 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 152. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
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 drakeskin leather boots 'Hanidil' (0 def, 13 armour) pair of drakeskin leather boots 'Hanidil' (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Damage when hit (Melee): 20 mind Changes stats: +4 Wil / +4 Mag Changes resistances: +12% cold / +13% fire Changes resistances penetration: +15% mind Changes damage: +6% mind Mana each turn: +0.41 Maximum mana: +55.00 Spell crit. chance: +3% Infravision radius: +2 A pair of boots made of leather. |
| Light source | Wretchrune the alchemist's lamp Wretchrune the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Changes stats: +5 Wil Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +12% nature Critical mult.: +25.00% Mana when firing critical spell: +2.00 Maximum mana: +60.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ivima the hardened leather cap (7 def, 10 armour) Ivima the hardened leather cap (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 acid / 8 blight Changes stats: +3 Mag Changes resistances: +5% all Changes damage: +9% blight / +3% arcane Physical save: +11 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 See invisible: +6 A cap made of leather. |
| On hands | Scorchrain the dwarven-steel gauntlets (0 def, 2 armour) Scorchrain the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -6% Damage (Melee): 11 cold Changes resistances: +6% cold Changes damage: +8% cold / +12% fire / +12% physical Life regen: +0.40 Maximum hate: +6.00 Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +11 ice Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Arada the Sunmistress (dig speed 15 turns) Arada the Sunmistress (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +2 Str Changes resistances: +12% fire / +10% physical Changes damage: +3% physical Critical mult.: +6.00% Stamina each turn: +0.20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's steel ring of the mountain (+11%) titan's steel ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% physical Changes damage: +11% physical Physical save: +8 (+3 eff.) Rings can have magical properties. |
| On fingers | stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +22% acid / +22% fire / +25% lightning / +23% cold Rings can have magical properties. |
| Around neck | 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: +5 Mag Changes damage: +4% physical / +5% temporal / +5% light / +6% darkness Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
| In main hand | stralite waraxe 'Bethiriann' (32.5-45.5 power, 5 apr) stralite waraxe 'Bethiriann' (32.5-45.5 power, 5 apr)Requires: Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +43 insidious poison Burst (radius 2) on crit: +4 mind When wielded/worn: Changes resistances: +9% blight Changes damage: +12% blight Mental save: +6 (+3 eff.) Psi when hit: +0.08 Light radius: +1 One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Morningnaught (28-36.4 power, 9 apr) Morningnaught (28-36.4 power, 9 apr)Requires: Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +40 insidious poison When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +9% light / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +12% temporal Sharp, short and deadly. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 138.21 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | marauder's drakeskin leather armour of Eyal (15 def, 8 armour) marauder's drakeskin leather armour of Eyal (15 def, 8 armour)Requires: Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +10 Str / +7 Dex Physical save: +17 (+6 eff.) Life regen: +2.30 Maximum life: +75.00 Healing mod.: +19% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 116)healing infusion of the sneak (heal 116) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 116 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (19 nature damage, 36% healing reduction)insidious poison infusion (19 nature damage, 36% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 18.88 nature damage per turn for 7 turns, and reducing the target's healing received by 36%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 495 for 5 turns) Rune of Reflection (absorb and reflect 495 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 495 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 220 for 5 turns)shielding rune (absorb 220 for 5 turns) 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: 19 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 220 damage for 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. stralite ring 'Voidobsidian'stralite ring 'Voidobsidian' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str / +6 Mag / +5 Cun / +4 Con Changes resistances: +12% nature / +12% darkness Changes resistances penetration: +5% darkness Spell save: +15 (+6 eff.) Maximum stamina: +26.00 Spellpower: +9 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of torment (29-43.5 power, 2 apr)dwarven-steel battleaxe of torment (29-43.5 power, 2 apr) Requires: Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% mind / +13% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. hateful voratun battleaxe of erosion (58-87 power, 4 apr)hateful voratun battleaxe of erosion (58-87 power, 4 apr) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 temporal / +19 nature / +19 darkness Damage against: +14% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Betabeth' (25-40 power, 2 apr)steel greatsword 'Betabeth' (25-40 power, 2 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Dex / +1 Wil Changes damage: +9% physical Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +20.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of daylight (49.5-79.2 power, 3 apr)stralite greatsword of daylight (49.5-79.2 power, 3 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +33% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. GalebrandGalebrand Requires: - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to corrode armour Damage (Ranged): +11 cold Burst (radius 1) on hit: +2 lightning When wielded/worn: Armour: +8 Changes resistances: +9% acid / +30% lightning Changes resistances penetration: +9% cold Longbows are used to shoot arrows at your foes. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (22.5-31.5 power, 4 apr)dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Dairyromikan the Galewinter (4.5-4.95 power, 18 apr, mind damage)Dairyromikan the Galewinter (4.5-4.95 power, 18 apr, mind damage) Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 12 arcane Changes damage: +6% lightning Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +22 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone vilestaff of fate (30-36 power, 6 apr, blight element)cruel dragonbone vilestaff of fate (30-36 power, 6 apr, blight element) Requires: Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +10 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +12 (+6 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Blazepeal the dwarven-steel waraxe (20.5-28.7 power, 14 apr)Blazepeal the dwarven-steel waraxe (20.5-28.7 power, 14 apr) Requires: Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +35% When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% light Changes resistances penetration: +5% light Mental save: +3 (+2 eff.) Mental crit. chance: +1% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak (10 def, 0 armour)enveloping cashmere cloak (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour)wyrmwaxed cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +7% fire / +8% lightning / +8% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Erelirin (5 def, 0 armour)Erelirin (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Changes stats: +8 Cun / +3 Dex Changes resistances: +10% lightning / +14% physical / +11% darkness / +17% acid / +9% blight / +28% fire / +25% cold / +10% light Changes damage: +12% acid / +12% physical / +11% fire / +11% cold Talent cooldown: Refit Golem (-6 turns) Critical mult.: +15.00% Physical save: +26 (+9 eff.) Spell save: +36 (+13 eff.) Mental save: +12 (+6 eff.) Life regen: +0.40 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe (0 def, 0 armour)spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +16 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of tirelessness (0 def, 4 armour)pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.80 Maximum stamina: +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. brawler's hardened leather gloves (0 def, 2 armour)brawler's hardened leather gloves (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Starquencher (2 def, 0 armour)Starquencher (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 light Changes stats: +7 Mag Changes resistances penetration: +10% light Changes damage: +9% light Spell save: +11 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Thunderglamour (2 def, 0 armour)Thunderglamour (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to daze * 10% chance to disease Changes resistances: +21% darkness / +12% blight Changes damage: +14% darkness / +6% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing hardened leather cap (0 def, 3 armour)cleansing hardened leather cap (0 def, 3 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% nature / +8% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. Vorivena the steel mail armour (2 def, 6 armour)Vorivena the steel mail armour (2 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +2 Cun Changes resistances: +21% cold Changes damage: +3% mind / +9% acid Mental save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of stability (5 def, 10 armour)spiked voratun mail armour of stability (5 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +8% physical Physical save: +16 (+5 eff.) A suit of armour made of mail. |
stralite mail armour 'Nightransom' (4 def, 20 armour) stralite mail armour 'Nightransom' (4 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 darkness Changes resistances: +19% acid / +6% physical / +12% blight / +22% cold / +28% fire / +8% lightning Changes resistances penetration: +5% blight Changes damage: +3% blight Allows you to breathe in: water A suit of armour made of mail. |
Turugondil the Windspitter (9 def, 36 armour) Turugondil the Windspitter (9 def, 36 armour)Requires: - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +25% acid / +25% physical / +26% lightning / +47% fire / +12% nature / +26% cold Changes damage: +12% temporal Grants telepathy: Humanoid/Orc Mental save: +3 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
Arubeth the Voidvenom (22/22, 32-44.8 power, 10 apr) Arubeth the Voidvenom (22/22, 32-44.8 power, 10 apr)Requires: Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 Damage (Ranged): +40 insidious poison / +20 darkness Burst (radius 1) on hit: +24 darkness Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
535 alchemist agate 535 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe (dig speed 28 turns)dwarven-steel pickaxe (dig speed 28 turns) 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Mummified Egg-sac of UngolëMummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Armazor [power 97] (10 cooldown) Armazor [power 97] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Str Maximum stamina: +15.00 Healing mod.: +10% It can be used to fire a bolt of a random element with (base) damage 48 to 97, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Right now the Shalore Adventurer level 8
3rd Mirth 122nd year of Ascendancy at 12:18 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Right now the Shalore Adventurer level 25
78th Dusk 122nd year of Ascendancy at 16:56 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Right now the Shalore Adventurer level 25
78th Dusk 122nd year of Ascendancy at 21:10 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Right now the Shalore Adventurer level 23
54th Dusk 122nd year of Ascendancy at 04:41 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Right now the Shalore Adventurer level 10
5th Flare 122nd year of Ascendancy at 04:15 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Right now the Shalore Adventurer level 20
51st Dusk 122nd year of Ascendancy at 14:41 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Right now the Shalore Adventurer level 30
14th Haze 122nd year of Ascendancy at 17:14 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Right now the Shalore Adventurer level 18
21st Dusk 122nd year of Ascendancy at 23:28 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Right now the Shalore Adventurer level 25
79th Dusk 122nd year of Ascendancy at 00:40 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Right now the Shalore Adventurer level 15
12nd Dusk 122nd year of Ascendancy at 19:45 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Right now the Shalore Adventurer level 9
1st Summertide 122nd year of Ascendancy at 06:30 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Right now the Shalore Adventurer level 12
4th Dusk 122nd year of Ascendancy at 11:46 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Right now the Shalore Adventurer level 26
79th Dusk 122nd year of Ascendancy at 20:23 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Right now the Shalore Adventurer level 18
47th Dusk 122nd year of Ascendancy at 19:01 see stats
Log
The shield around skeleton master archer crumbles.
Skeleton master archer uses Crippling Shot.
Right now speeds up.
Skeleton master archer's Crippling Shot performs a ranged critical strike against Right now!
You twist your body in complex ways mitigating the blow by 59.
Right now slows down.
Skeleton master archer's Crippling Shot hits Right now for 768 physical damage.
Right now the level 30 shalore adventurer was smashed to death by a skeleton master archer on level 3 of Dreadfell.
Infusion: Regeneration is still on cooldown for 16 turns.
Infusion: Regeneration is still on cooldown for 16 turns.
Infusion: Regeneration is still on cooldown for 16 turns.
Infusion: Regeneration is still on cooldown for 16 turns.
Infusion: Regeneration is still on cooldown for 16 turns.
You have 9987 life(s) left.
Right now speeds up.
Right now deactivates Shielding.
Right now slows down.
Right now deactivates Contingency.
Right now deactivates Numbing Poison.
Right now deactivates Weapon Folding.
Right now deactivates Chant of Fortitude.
Right now deactivates Elemental Harmony.
Right now stops regenerating health quickly.
Right now is not stunned anymore.
Right now deactivates Essence of Speed.
Right now deactivates Insidious Poison.
Right now deactivates Arcane Shield.
Right now is no longer surging arcane power.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
