Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 38 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Lbteeli the halfling at level 14 on the 28th Haze 122nd year of Ascendancy at 14:46 2 / 5Killed by giant fire ant at level 17 on the 55th Haze 122nd year of Ascendancy at 13:03 Killed by boiling horror at level 18 on the 59th Haze 122nd year of Ascendancy at 06:47 Killed by war hound at level 18 on the 61st Haze 122nd year of Ascendancy at 04:26 Killed by elven mage at level 27 on the 11st Pyre 123rd year of Ascendancy at 08:41 |
Primary Stats
| Strength | 66 (base 25) |
| Dexterity | 31 (base 13) |
| Constitution | 44 (base 12) |
| Magic | 90 (base 55) |
| Willpower | 99 (base 60) |
| Cunning | 51 (base 24) |
Resources
| Mana | 232/232 |
| Psi | 189/189 |
| Vim | 158/158 |
| Life | 994/994 |
| Positive | 0/141 |
| Stamina | 474/474 |
| Paradox | 450 |
| Healing Factor | 1 |
| Regeneration | 2.25 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +16% |
| Spell | -12% |
| Global | +163.80577379125% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 56 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.14 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 56 |
| Crit Chance | 22% |
| APR | 14 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 65.5 |
| Crit Chance | 32% |
| Speed | 1.1363636363636 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 54.233333333333 |
| Crit Chance | 18% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 63.2 (83.636363636364%) |
| Defense | 34.925 |
| Ranged Defense | 35.925 |
| Fatigue | 11 |
| Physical Save | 69.37269798755 |
| Spell Save | 64.03519798755 |
| Mental Save | 47.65 |
Defense: Resistances
| All | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 36% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 38% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 592 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Inflicts 911.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Temporal | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Fiery Hands |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Flame of Urh'Rok |
| talent | Inner Power |
| talent | Beyond the Flesh |
| talent | Numbing Poison |
| talent | Shock Hands |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Crippling Poison |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 454. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. * You've found the needed length of troll intestine. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed faerlhing fang. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
| Psionic focus | Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+10 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
| Quiver | pouch of stralite shots 'Nedor' (19/19, 42.5-51 power, 5 apr) pouch of stralite shots 'Nedor' (19/19, 42.5-51 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stat: 106% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease Damage (Ranged): +8 mind Shots are used with slings to pummel your foes to death. |
| On hands | Douridol the drakeskin leather gloves (0 def, 3 armour) Douridol the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +1 Con Changes resistances: +6% darkness Physical save: +17 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +33% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.73 cold damage and 40.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances: +18% acid / +3% light / +9% blight / +22% fire / +22% cold / +18% lightning Cut immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +36% Teleport immunity: +10% Life regen: +2.00 Mindpower: +13 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Zemekkys' Broken Hourglass Zemekkys' Broken HourglassRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. This item has been sent to the Item's Vault. |
| In main hand | Ureslak's Venomous Femur (52-72.8 power, 5 apr) Ureslak's Venomous Femur (52-72.8 power, 5 apr)Requires: - Strength 45 - Dexterity 30 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 80% Wil Damage type: Poison Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Changes resistances: +45% nature / +15% all Changes resistances penetration: +30% nature Changes damage: +30% nature A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. This item has been sent to the Item's Vault. |
| Around waist | hardened leather belt 'Flameraven' hardened leather belt 'Flameraven'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Wil / +4 Cun / +7 Lck Changes damage: +3% fire Trap disarming bonus: +12 Stealth bonus: +8 Mental save: +9 (+3 eff.) Infravision radius: +5 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Duathelquarry' (16.5-21.45 power, 7 apr) dwarven-steel dagger 'Duathelquarry' (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 36% Wil, 36% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to inflict damage reduction * 8% chance to disease * Random elemental explosion * 20% chance to torment the target Damage (Melee): +7 blight / +4 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +11% acid / +7% darkness / +8% lightning / +8% cold / +5% mind / +8% fire Changes damage: +3% darkness Disease immunity: +16% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Forestsun' (2 def, 0 armour) cashmere cloak 'Forestsun' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Str / +2 Con Changes resistances: +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crystalline Voratun mail armour (11.9 def, 22.1 armour) Crystalline Voratun mail armour (11.9 def, 22.1 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +22 Defense: +12 (+6 eff.) Fatigue: +16% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+9 eff.) Poison immunity: +60% Disease immunity: +60% A suit of armour made of mail. Transformed with the power of the Spellblaze. |
Inventory
heroism infusion of the wizard (+19 for 13 turns, die at -736) heroism infusion of the wizard (+19 for 13 turns, die at -736)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 13 turns. While Heroism is active, you will only die when reaching -736 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
controlled phase door rune of the duelist (range 10) controlled phase door rune of the duelist (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 11) controlled phase door rune of the sneak (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 105) teleportation rune of the titan (range 105)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: 14 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Vilebliss VileblissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +10 Con Changes resistances: +3% nature / +9% fire Changes resistances penetration: +5% nature Changes damage: +9% nature Rings can have magical properties. |
sneakthief's gold ring =+4 DEX / +6 CUN= sneakthief's gold ring =+4 DEX / +6 CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +4 Dex Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
stralite battleaxe 'Mayavea' (43.5-65.25 power, 3 apr) stralite battleaxe 'Mayavea' (43.5-65.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +35 cold / +21 light Damage against: +30% Undead When wielded/worn: Armour penetration: +17 Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +4 Con Changes resistances penetration: +17% physical Changes damage: +14% physical Light radius: +3 Infravision radius: +3 See invisible: +3 Massive two-handed battleaxes. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 28% Wil, 58% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 30 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 36% Wil, 36% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
voratun dagger (37.5-48.75 power, 9 apr) voratun dagger (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 36% Wil, 36% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
thorny mindstar 'Ce'Nydhenor' (8.5-9.35 power, 24 apr, nature damage) =+6 CUN= thorny mindstar 'Ce'Nydhenor' (8.5-9.35 power, 24 apr, nature damage) =+6 CUN=Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +1 Mag / +3 Wil / +6 Cun / +1 Con Changes resistances: +3% fire / +2% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Critical mult.: +10.00% Mental save: +5 (+2 eff.) Maximum psi: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
voratun waraxe (40-56 power, 6 apr) voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 80% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
Cloak of Deception =Needed= Cloak of Deception =Needed=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dispeller's elven-silk robe of Angolwen (5 def, 0 armour) dispeller's elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +8% lightning / +10% darkness / +10% blight / +10% fire / +10% cold / +6% light Physical save: +16 (+4 eff.) Spell save: +38 (+10 eff.) Mental save: +19 (+6 eff.) Silence immunity: +43% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of alchemy (3 def, 0 armour) dreamer's silk robe of alchemy (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +14% acid / +13% physical / +19% darkness / +12% fire / +15% mind / +12% cold Changes damage: +9% acid / +8% physical / +9% fire / +10% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +10 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glaredream (6 def, 9 armour) Glaredream (6 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 arcane Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +3% blight Spell save: +10 (+2 eff.) Silence immunity: +32% Confusion immunity: +29% Stun/Freeze immunity: +38% Spellpower: +6 (+2 eff.) Infravision radius: +1 Damage Shield penetration: +40% A pair of boots made of leather. |
Cureburst the hardened leather cap (0 def, 3 armour) Cureburst the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% acid / +3% darkness / +17% fire / +7% cold / +8% lightning Changes damage: +3% nature Stun/Freeze immunity: +10% A cap made of leather. |
Neruralaith the Corpserip (0 def, 3 armour) Neruralaith the Corpserip (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +9 Dex / +2 Con Changes resistances: +3% nature Changes damage: +6% nature A cap made of leather. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns) =Dig= woodsman's dwarven-steel pickaxe (dig speed 32 turns) =Dig=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =Passive= Rungof's Fang =Passive=Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
5 jade 5 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. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =Passive= Heart of Poosh =Passive=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby 10 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. |
Gwai's Burninator =Utility= Gwai's Burninator =Utility=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 530.59 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 238/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 851.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 106% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Growcrack the yew totem of cure ailments [power 2] (7 cooldown) Growcrack the yew totem of cure ailments [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun / +1 Con Changes resistances: +3% nature Maximum wards: +2 acid / +4 nature / +3 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward See invisible: +9 It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star =Passive= Burning Star =Passive=Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Kilgore the Skeleton Adventurer level 30
27th Pyre 123rd year of Ascendancy at 23:12 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kilgore the Skeleton Adventurer level 18
60th Haze 122nd year of Ascendancy at 09:22 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Kilgore the Skeleton Adventurer level 30
26th Pyre 123rd year of Ascendancy at 09:53 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Kilgore the Skeleton Adventurer level 31
37th Pyre 123rd year of Ascendancy at 21:58 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Kilgore the Skeleton Adventurer level 34
3rd Flare 123rd year of Ascendancy at 11:39 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kilgore the Skeleton Adventurer level 38
33rd Dusk 123rd year of Ascendancy at 12:35 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Kilgore the Skeleton Adventurer level 33
1st Flare 123rd year of Ascendancy at 04:31 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Kilgore the Skeleton Adventurer level 21
56th Regrowth 123rd year of Ascendancy at 22:37 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Kilgore the Skeleton Adventurer level 19
4th Decay 122nd year of Ascendancy at 19:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kilgore the Skeleton Adventurer level 13
52nd Dusk 122nd year of Ascendancy at 08:57 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Kilgore the Skeleton Adventurer level 35
4th Dusk 123rd year of Ascendancy at 08:30 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Kilgore the Skeleton Adventurer level 33
10th Mirth 123rd year of Ascendancy at 18:06 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Kilgore the Skeleton Adventurer level 22
65th Regrowth 123rd year of Ascendancy at 06:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Kilgore the Skeleton Adventurer level 16
49th Haze 122nd year of Ascendancy at 21:55 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kilgore the Skeleton Adventurer level 31
50th Pyre 123rd year of Ascendancy at 01:23 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Kilgore the Skeleton Adventurer level 22
64th Regrowth 123rd year of Ascendancy at 13:21 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Kilgore the Skeleton Adventurer level 35
4th Dusk 123rd year of Ascendancy at 09:29 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kilgore the Skeleton Adventurer level 18
60th Haze 122nd year of Ascendancy at 09:45 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Kilgore the Skeleton Adventurer level 36
29th Dusk 123rd year of Ascendancy at 18:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Kilgore the Skeleton Adventurer level 10
15th Dusk 122nd year of Ascendancy at 12:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Kilgore the Skeleton Adventurer level 20
6th Decay 122nd year of Ascendancy at 20:27 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Kilgore the Skeleton Adventurer level 30
24th Pyre 123rd year of Ascendancy at 18:30 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Kilgore the Skeleton Adventurer level 14
70th Dusk 122nd year of Ascendancy at 07:02 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Kilgore the Skeleton Adventurer level 30
26th Pyre 123rd year of Ascendancy at 09:48 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Kilgore the Skeleton Adventurer level 33
10th Mirth 123rd year of Ascendancy at 21:18 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Kilgore the Skeleton Adventurer level 18
60th Haze 122nd year of Ascendancy at 09:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Kilgore the Skeleton Adventurer level 9
8th Dusk 122nd year of Ascendancy at 19:47 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Kilgore the Skeleton Adventurer level 18
60th Haze 122nd year of Ascendancy at 09:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Kilgore the Skeleton Adventurer level 12
23rd Dusk 122nd year of Ascendancy at 12:54 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Kilgore the Skeleton Adventurer level 27
18th Pyre 123rd year of Ascendancy at 07:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Kilgore the Skeleton Adventurer level 17
56th Haze 122nd year of Ascendancy at 03:55 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kilgore the Skeleton Adventurer level 29
24th Pyre 123rd year of Ascendancy at 18:30 see stats
Log
You gain 1.90 gold from the transmogrification of regeneration infusion of the duelist (heal 405 over 5 turns).
You gain 2.26 gold from the transmogrification of insidious poison infusion (46 nature damage, 43% healing reduction).
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 60 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Kilgore deactivates Arcane Shield.
Kilgore deactivates Chant of Fortitude.
Kilgore deactivates Fiery Hands.
Kilgore deactivates Shock Hands.
Kilgore deactivates Essence of Speed.
Kilgore deactivates Flame of Urh'Rok.
Kilgore deactivates Beyond the Flesh.
Kilgore deactivates Crippling Poison.
Kilgore deactivates Numbing Poison.
Kilgore deactivates Inner Power.
Kilgore deactivates Weapon Folding.
Kilgore deactivates Shielding.
