











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 48 / 38% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 7 on the 5th Haze 122nd year of Ascendancy at 06:35 / 31Killed by Bandit Leader Islawen at level 16 on the 73rd Haze 122nd year of Ascendancy at 17:21 Killed by snow giant boulder thrower at level 18 on the 5th Decay 122nd year of Ascendancy at 09:30 Killed by greater gwelgoroth at level 23 on the 72nd Regrowth 123rd year of Ascendancy at 20:10 Killed by Grand Corruptor at level 23 on the 73rd Regrowth 123rd year of Ascendancy at 00:00 Killed by Grand Corruptor at level 23 on the 73rd Regrowth 123rd year of Ascendancy at 04:04 Killed by Salamitta the skeletal rat at level 23 on the 74th Regrowth 123rd year of Ascendancy at 06:47 Killed by Celia at level 31 on the 3rd Dusk 123rd year of Ascendancy at 01:21 Killed by Celia at level 31 on the 3rd Dusk 123rd year of Ascendancy at 02:50 Killed by Celia at level 31 on the 3rd Dusk 123rd year of Ascendancy at 03:57 Killed by Celia at level 31 on the 3rd Dusk 123rd year of Ascendancy at 05:43 Killed by skeleton mage at level 31 on the 3rd Dusk 123rd year of Ascendancy at 07:56 Killed by Dildo at level 33 on the 40th Dusk 123rd year of Ascendancy at 09:25 Killed by Dildo at level 34 on the 16th Regrowth 124th year of Ascendancy at 11:13 Killed by overpowered greater multi-hued wyrm at level 35 on the 19th Regrowth 124th year of Ascendancy at 03:09 Killed by overpowered greater multi-hued wyrm at level 35 on the 19th Regrowth 124th year of Ascendancy at 07:24 Killed by overpowered greater multi-hued wyrm at level 35 on the 19th Regrowth 124th year of Ascendancy at 09:20 Killed by overpowered greater multi-hued wyrm at level 35 on the 19th Regrowth 124th year of Ascendancy at 12:01 Killed by overpowered greater multi-hued wyrm at level 37 on the 19th Regrowth 124th year of Ascendancy at 18:23 Killed by ghoulking at level 37 on the 22nd Pyre 124th year of Ascendancy at 13:54 Killed by Glotta the orc blood mage at level 37 on the 22nd Pyre 124th year of Ascendancy at 14:59 Killed by orc blood mage at level 38 on the 23rd Pyre 124th year of Ascendancy at 01:59 Killed by Emena the orc necromancer at level 38 on the 23rd Pyre 124th year of Ascendancy at 17:18 Killed by orc necromancer at level 38 on the 26th Pyre 124th year of Ascendancy at 15:04 Killed by orc blood mage at level 38 on the 26th Pyre 124th year of Ascendancy at 17:03 Killed by orc necromancer at level 39 on the 27th Pyre 124th year of Ascendancy at 21:40 Killed by orc necromancer at level 39 on the 28th Pyre 124th year of Ascendancy at 04:38 Killed by orc necromancer at level 41 on the 54th Pyre 124th year of Ascendancy at 23:58 Killed by Nerybrebeth the orc pyromancer at level 44 on the 22nd Haze 124th year of Ascendancy at 14:53 Killed by Islybeth the orc high pyromancer at level 45 on the 23rd Haze 124th year of Ascendancy at 07:44 Killed by orc high cryomancer at level 45 on the 23rd Haze 124th year of Ascendancy at 10:51 |
Primary Stats
| Strength | 28 (base 22) |
| Dexterity | 86 (base 55) |
| Constitution | 63 (base 42) |
| Magic | 32 (base 10) |
| Willpower | 67 (base 37) |
| Cunning | 95 (base 38) |
Resources
| Life | 1429/1429 |
| Mana | 522/547 |
| Stamina | 410/410 |
| Healing Factor | 1.3446192134509 |
| Regeneration | 16.666102130706 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +96.90034449585% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 13 |
| See Stealth | 12 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 86 |
| Crit Chance | 76% |
| APR | 59 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +24% |
| Lightning | +9% |
| Light | +22% |
| Darkness | +20% |
| Cold | +20% |
| Physical | +12% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +18% |
| Fire | +18% |
| Physical | +26% |
| Mind | +28% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 60.512106701502 (100%) |
| Defense | 89 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 49 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Cold | + 56%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 41%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 40%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Silence Resistance | 23% |
| Confusion Resistance | 45% |
| Fear Resistance | 60% |
| Stun Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 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 458 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Cunning / Called Shots | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Premonition |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by naga myrmidon. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xanawyn the luminous horror. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Harkor'Zun. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 |
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. | 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 have explored the Daikara and vanquished the huge ice 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 317. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of fire wyrm saliva. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed green worm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boltbiter the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 lightning Changes stats: +3 Cun / +4 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% mind Changes damage: +9% lightning / +9% mind Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +28% Stamina each turn: +0.60 Maximum stamina: +24.00 Mental crit. chance: +2% A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots of annihilation (23/23, 73-88 power, 14 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 73.0 - 87.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +22.0% Capacity: 23 On weapon crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's alchemist's lamp of the sunPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +8% darkness Changes damage: +7% light Damage affinity(heal): +5% light Critical mult.: +12.00% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 126.46 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 4.2 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.76 mind and 28.80 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 6.82 mind and 6.60 darkness damage per turn and increases cooldowns by 41%. Haunted: Causes the target to suffer 11.55 mind and 11.18 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Changes stats: +3 Con Physical save: +17 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +40% Maximum life: +59.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.5 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 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | savage's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Defense: +12 (+3 eff.) Changes stats: +3 Con Spell save: +14 (+4 eff.) Maximum stamina: +17.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | sneakthief's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +10 Cun / +7 Dex Changes resistances: +17% acid / +19% fire / +19% lightning / +18% cold Rings make your fingers look great! |
| Around neck | wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +7 Cun / +10 Con Blindness immunity: +31% Life regen: +3.00 Stamina each turn: +1.50 Infravision radius: +8 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets make your neck look great! |
| In main hand | penetrating drakeskin leather sling of piercingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +8% all / +18% physical Slings are used to hurl stones or metal shots at your foes. |
| Around waist | DurobarPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +11 Mag / +9 Wil / +5 Cun / +10 Lck Changes damage: +12% physical Critical mult.: +8.00% Trap disarming bonus: +27 Stealth bonus: +15 Spell crit. chance: +4% Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+5 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 72.22 to 90.28 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | marshal's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Con Critical mult.: +23.00% Stealth bonus: +10 Physical save: +9 (+3 eff.) Maximum life: +85.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+6 eff.) It can be used to turn yourself invisible (power 32, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, mind, nature, lightning)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 5 mind, 5 nature, 4 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Zemekkys' Broken HourglassPowered 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: 2.5 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. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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 Activation costs 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? |
Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
ForestclamorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): +17 cold When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 10 blight Changes damage: +21% cold / +6% nature / +9% arcane Spell save: +18 (+6 eff.) Mana each turn: +0.20 Slings are used to hurl stones or metal shots at your foes. |
enhanced reinforced leather sling of piercingRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Changes stats: +5 Str / +6 Dex / +6 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances penetration: +9% all Slings are used to hurl stones or metal shots at your foes. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
drakeskin leather belt 'Morbusgore'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +19 (+6 eff.) Changes stats: +5 Dex / +2 Wil Changes resistances: +20% nature Changes damage: +12% blight Spell save: +12 (+4 eff.) Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Size category: +1 A belt that goes around your waist. |
skylord's drakeskin leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil / +2 Cun Changes resistances: +8% acid / +7% fire / +8% lightning / +7% cold Physical save: +15 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+4 eff.) A belt that goes around your waist. |
enveloping cashmere cloak of the hunter (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +10 (+2 eff.) Fatigue: -7% Physical save: +7 (+2 eff.) Maximum life: +55.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningguile the voratun shield (30 def, 25 armour, 70-85 power, 223.5 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +224 When wielded/worn: Armour: +25 Defense: +30 (+6 eff.) Fatigue: +8% Changes resistances: +27% fire Changes resistances penetration: +25% light Changes damage: +12% light / +6% physical Talent granted: +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+6 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
wrathful stralite shield of the stars (0 def, 8 armour, 53-64 power, 140 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +14 light / +15 darkness Damage (radius 2) on crit: +33 light / +16 fire When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 76 light and fire damage to each enemy blocked Changes stats: +5 Cun / +7 Mag Changes resistances: +9% fire / +23% light / +14% darkness Changes damage: +15% light / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
130 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. |
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. |
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. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 42.08 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+6 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 61% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3 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 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Dildo the Halfling Skirmisher level 29
3rd Flare 123rd year of Ascendancy at 01:28 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dildo the Halfling Skirmisher level 42
18th Dusk 124th year of Ascendancy at 08:55 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Dildo the Halfling Skirmisher level 28
1st Mirth 123rd year of Ascendancy at 11:15 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Dildo the Halfling Skirmisher level 41
42nd Pyre 124th year of Ascendancy at 03:12 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dildo the Halfling Skirmisher level 35
19th Regrowth 124th year of Ascendancy at 03:05 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Dildo the Halfling Skirmisher level 34
4th Regrowth 124th year of Ascendancy at 18:01 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Dildo the Halfling Skirmisher level 18
76th Haze 122nd year of Ascendancy at 00:18 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Dildo the Halfling Skirmisher level 42
64th Pyre 124th year of Ascendancy at 19:05 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Dildo the Halfling Skirmisher level 13
44th Haze 122nd year of Ascendancy at 12:19 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Dildo the Halfling Skirmisher level 33
40th Dusk 123rd year of Ascendancy at 09:25 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Dildo the Halfling Skirmisher level 38
24th Pyre 124th year of Ascendancy at 22:38 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Dildo the Halfling Skirmisher level 18
4th Decay 122nd year of Ascendancy at 20:07 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Dildo the Halfling Skirmisher level 19
7th Decay 122nd year of Ascendancy at 10:04 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dildo the Halfling Skirmisher level 33
54th Dusk 123rd year of Ascendancy at 02:58 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Dildo the Halfling Skirmisher level 24
69th Pyre 123rd year of Ascendancy at 08:36 see stats
Fool of a Took! (Exploration mode)
Killed oneself as a halfling.By Dildo the Halfling Skirmisher level 33
40th Dusk 123rd year of Ascendancy at 09:25 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By Dildo the Halfling Skirmisher level 43
2nd Haze 124th year of Ascendancy at 06:55 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dildo the Halfling Skirmisher level 42
18th Dusk 124th year of Ascendancy at 11:35 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dildo the Halfling Skirmisher level 37
19th Regrowth 124th year of Ascendancy at 22:35 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Dildo the Halfling Skirmisher level 10
13rd Haze 122nd year of Ascendancy at 10:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Dildo the Halfling Skirmisher level 20
8th Decay 122nd year of Ascendancy at 12:37 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Dildo the Halfling Skirmisher level 30
6th Flare 123rd year of Ascendancy at 12:00 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Dildo the Halfling Skirmisher level 40
33rd Pyre 124th year of Ascendancy at 00:18 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Dildo the Halfling Skirmisher level 42
25th Dusk 124th year of Ascendancy at 00:49 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Dildo the Halfling Skirmisher level 20
1st Wintertide 123rd year of Ascendancy at 03:52 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dildo the Halfling Skirmisher level 29
8th Mirth 123rd year of Ascendancy at 18:48 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Dildo the Halfling Skirmisher level 35
18th Regrowth 124th year of Ascendancy at 04:34 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Dildo the Halfling Skirmisher level 21
5th Regrowth 123rd year of Ascendancy at 22:22 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Dildo the Halfling Skirmisher level 33
69th Haze 123rd year of Ascendancy at 09:29 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Dildo the Halfling Skirmisher level 42
18th Dusk 124th year of Ascendancy at 08:55 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Dildo the Halfling Skirmisher level 18
6th Decay 122nd year of Ascendancy at 01:50 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dildo the Halfling Skirmisher level 9
6th Haze 122nd year of Ascendancy at 20:51 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Dildo the Halfling Skirmisher level 42
18th Dusk 124th year of Ascendancy at 08:55 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Dildo the Halfling Skirmisher level 23
74th Regrowth 123rd year of Ascendancy at 02:41 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Dildo the Halfling Skirmisher level 20
3rd Regrowth 123rd year of Ascendancy at 04:31 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dildo the Halfling Skirmisher level 21
25th Regrowth 123rd year of Ascendancy at 14:15 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Dildo the Halfling Skirmisher level 44
22nd Haze 124th year of Ascendancy at 02:33 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Dildo the Halfling Skirmisher level 15
63rd Haze 122nd year of Ascendancy at 01:58 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Dildo the Halfling Skirmisher level 42
74th Pyre 124th year of Ascendancy at 19:48 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Dildo the Halfling Skirmisher level 21
24th Regrowth 123rd year of Ascendancy at 14:15 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Dildo the Halfling Skirmisher level 24
68th Pyre 123rd year of Ascendancy at 05:59 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Dildo the Halfling Skirmisher level 17
74th Haze 122nd year of Ascendancy at 06:08 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Dildo the Halfling Skirmisher level 26
78th Pyre 123rd year of Ascendancy at 16:40 see stats
Log
You gain 8.37 gold from the transmogrification of caustic stralite waraxe of crippling (32-45 power, 5 apr).
You gain 10.25 gold from the transmogrification of shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element).
You gain 18.33 gold from the transmogrification of magelord's elven-wood starstaff of the prodigy (25-30 power, 5 apr, physical element).
You gain 9.03 gold from the transmogrification of lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, fire element).
You gain 8.57 gold from the transmogrification of cruel dragonbone starstaff of greater warding (30-36 power, 6 apr, physical element).
You gain 11.25 gold from the transmogrification of Staff of Destruction (20-24 power, 4 apr, cold element).
You gain 6.47 gold from the transmogrification of living mindstar of frost (16-18 power, 40 apr, mind damage).
You gain 11.55 gold from the transmogrification of enhanced voratun mace (45-63 power, 6 apr).
You gain 1.45 gold from the transmogrification of acidic dwarven-steel greatsword of massacre (48-78 power, 2 apr).
You gain 3.30 gold from the transmogrification of quick iron greatmaul of torment (19-28 power, 1 apr).
You gain 9.01 gold from the transmogrification of thought-forged voratun dagger of evisceration (38-49 power, 9 apr).
You gain 6.77 gold from the transmogrification of stormbringer's dwarven-steel dagger (21-27 power, 7 apr).
You gain 13.12 gold from the transmogrification of stormbringer's voratun battleaxe of erosion (55-82 power, 4 apr).
You gain 5.32 gold from the transmogrification of arcing voratun battleaxe of vileness (56-85 power, 4 apr).
You gain 22.21 gold from the transmogrification of voratun ring 'Getumaldil'.
You gain 5.73 gold from the transmogrification of vitalizing voratun amulet of strength (+5).
You gain 25.00 gold from the transmogrification of Shard of Insanity.
You gain 1.00 gold from the transmogrification of wild infusion (res 21%; mental; dur 4; cd 10).
You gain 1.28 gold from the transmogrification of regeneration infusion (heal 263; 15 cd).
You gain 3.00 gold from the transmogrification of heroism infusion (die at -100; dur 7; cd 33).
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...
Resting starts...
Saving done.
Rested for 151 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).


































































































