










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 29 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by orc cryomancer at level 13 on the 44th Dusk 122nd year of Ascendancy at 21:55 0 / 7Killed by rogue at level 14 on the 53rd Dusk 122nd year of Ascendancy at 23:53 Killed by Urkis, the High Tempest at level 22 on the 19th Regrowth 123rd year of Ascendancy at 23:02 Killed by dread at level 29 on the 63rd Pyre 123rd year of Ascendancy at 16:37 Killed by dread at level 29 on the 63rd Pyre 123rd year of Ascendancy at 21:09 Killed by orc necromancer at level 29 on the 64th Pyre 123rd year of Ascendancy at 16:12 Killed by orc necromancer at level 29 on the 65th Pyre 123rd year of Ascendancy at 00:18 |
Primary Stats
| Strength | 60 (base 30) |
| Dexterity | 25 (base 17) |
| Constitution | 60 (base 19) |
| Magic | 60 (base 58) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 22) |
Resources
| Life | -331/1014 |
| Vim | 36/187 |
| Healing Factor | 1.6760869565218 |
| Regeneration | 1.0894565217392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +57.142857142857% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 32 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 32 |
| Crit Chance | 7% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Mind | +7% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 75.723073231957 (100%) |
| Defense | 24 |
| Ranged Defense | 29 |
| Fatigue | 17 |
| Physical Save | 38 |
| Spell Save | 37 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 30%( 70%) |
| Acid | + 29%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 45%( 70%) |
| Cold | + 39%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 37%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 30% |
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Disarm Resistance | 10% |
| Pinning Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 279.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 99 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
| talent | Bone Shield |
| detrimental effect | The target is on fire, taking 56.64 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 40%. Slow |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing (Vim) |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 60.95 fire damage, and talent cooldowns are increased by 71% plus 1 turn. Burning Hex |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 8. Bloodlust |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by faeros. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | 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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 143. | 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 |
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 giant spider spinneret. * You've found the needed pouch of faeros ash. * You've found the needed orc heart. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 vial of fire wyrm saliva. * You've found the needed naga tongue. * '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 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 black mamba head. * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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. | done |
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 |
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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Mayymina' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +3 Fatigue +3% Resists +26% cold +8% fire Die.at -80.00 life Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
| Light source | Swampscar the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind +6% physical Res.pen +10% nature ----- def ----- Armour +4 Resists +15% nature Die.at -40.00 life Heal.mod +15% ---------- misc Max.stam +15.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | defender's drakeskin leather cap (5 def, 12 armour)2.0 T5 head armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +5 (+3 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+3 eff.) A cap made of leather. |
| On hands | Loratorach (0 def, 6 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+5 eff.) ----- def ----- Armour +6 Crit.dmg- 15.00% Mind.save +20 (+8 eff.) Blind- +10% Disarm- +10% Pinning- +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged steel torque of clear mind [power 2] (12 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Nylaith the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Resists +6% light +9% lightning Phys.save +9 (+4 eff.) Die.at -60.00 life Silence- +30% Pinning- +10% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | stralite longsword 'Arcsun' (32.5-45.5 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Nature Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 nature +17 temporal While equipped: ----- def ----- Resists +12% lightning +6% physical +9% light Spell.save +30 (+11 eff.) Mind.save +9 (+4 eff.) Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Yvamita the dwarven-steel longsword (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 blight On Hit: * 16% chance to disease While equipped: Stats +3 Dex +5 Con dps ---------- Acc +4 (+2 eff.) Apr +5 ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Heal.mod +20% Sharp, long, and deadly. |
| Cloak | Wrap of Stone (0 def, 10 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Armour +10 Hardiness +15% Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.10 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 54 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 95.05 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This object's appearance was changed to Cloak of Deception. |
| Main armor | Galelord the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: Stats +6 Con dps ---------- Melee+ 12 acid 11 fire Melee Ret 9 acid 11 fire ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +14% acid +16% fire +12% lightning HP.reg +0.40 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (198.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 198.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (41 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 46 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 41.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 281 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Faleromigas the stralite amulet0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +10% temporal +6% light +6% darkness +9% arcane +6% physical Res.pen +25% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Blind- +28% ---------- misc Infravis +6 Sight +2 See.Invis +12 Masteries +0.34 Corruption/Bone Amulets can have magical properties. |
clarifying copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +21% Amulets can have magical properties. |
copper amulet of mastery (0.10 Corruption / Torment)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Corruption/Torment Amulets can have magical properties. |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
warrior's copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Infernosweeper0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +9% blight +9% fire Melee Ret 4 arcane 12 fire Rings can have magical properties. |
Ragegorin0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +9% acid +6% light +3% darkness Spell.save +9 (+4 eff.) ---------- misc Hate/m.crit +5.00 Rings can have magical properties. |
copper ring 'Raventyphoon'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +15% darkness Res.pen +10% darkness Melee Ret 8 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +22% lightning Rings can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+4 eff.) Rings can have magical properties. |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+4 eff.) Acc +6 (+3 eff.) Rings can have magical properties. |
painweaver's gold ring of sensing0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +8 (+5 eff.) Dmg.mod +5% all ----- def ----- Blind- +26% ---------- misc Infravis +4 See.Stealth +8 See.Invis +10 Rings can have magical properties. |
stralite ring of light (+28%)0.1 T4 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% light ----- def ----- Resists +28% light Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +3 Cun dps ---------- Melee+ 15 bleed Ranged+ 9 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Armour +10 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
manaburning steel battleaxe (21-31.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn Massive two-handed battleaxes. |
balanced stralite dagger (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 28.5 - 37.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +4 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +22% Sharp, short and deadly. |
dwarven-steel dagger (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 16.5 - 21.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel greatsword of vileness (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: * 7% chance to disease Massive two-handed swords. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of massacre (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword 'Unlightwinnow' (13-18.2 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +8 blight On Crit.r2 +12 darkness +4 blight While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Dmg.mod +6% blight Res.pen +10% blight Apr +8 ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of massacre (32-44.8 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +14% Sharp, long, and deadly. |
Hathurogorn the Lustreviper (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Melee Ret 16 light ----- def ----- Heal/summ +30 ---------- misc Equi/ret +0.04 Max.hate +2.00 Blunt and deadly. |
quick dwarven-steel mace (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% While equipped: Stats +2 Dex dps ---------- Acc +6 (+3 eff.) Blunt and deadly. |
gifted thorny mindstar of balance (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+6 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.10 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. |
short yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
deep-steel trident of daylight (29.5-47.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 29.5 - 47.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +16 light Against +24% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming dwarven-steel waraxe of vileness (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit.r1 +5 fire On Hit: * 8% chance to disease One-handed war axes. |
insidious dwarven-steel waraxe of amnesia (23-32.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 insidious poison On Hit: * 25% chance to put talents on cooldown While equipped: One-handed war axes. |
insidious dwarven-steel waraxe of erosion (19-26.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +24 insidious poison +5 temporal +5 nature One-handed war axes. |
steel waraxe 'Woeserpent' (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +14 blight On Hit: * 49% chance to disease While equipped: dps ---------- Dmg.mod +3% blight Melee Ret 12 darkness ----- def ----- Resists +12% darkness One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 70% Dex, 10% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+6 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +7% temporal HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +6% cold +5% fire ---------- misc Max.enc +22 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Layebrenor' (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +8 (+4 eff.) Rng.Def +6 (+3 eff.) Resists +9% fire +6% darkness +12% temporal Blind- +15% Stun/Frz- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lelilethad' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +9% blight Mind.save +3 (+1 eff.) Die.at -20.00 life Silence- +25% Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Telepathy Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettagador the Blazefist (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Res.pen +10% lightning +15% light Melee Ret 8 light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +2 (+1 eff.) Resists +9% light Spell.save +23 (+9 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Psionic While equipped: ----- def ----- Defense +3 (+2 eff.) Resists +14% mind +17% darkness Phys.save +14 (+5 eff.) Spell.save +14 (+6 eff.) Mind.save +30 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+22%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +6 Mag dps ---------- Dmg.mod +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +22% fire ---------- misc Mana/turn +0.19 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
alchemist's hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Melee+ 3 acid 5 fire 4 lightning 6 cold ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Phys.save +12 (+5 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +28% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Flashslicer' (9 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +4 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +4% Resists +3% physical +8% nature +12% fire Spell.save +5 (+3 eff.) Die.at -40.00 life Max.HP +67.00 Heal.mod +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap of dexterity (+4) (0 def, 4 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
duelist's reinforced leather armour of the wind (17 def, 13 armour)9.0 T4 light armor [Ego++] Master While equipped: Stats +7 Cun +9 Dex dps ---------- Phys.crit +5.0% Apr +7 ----- def ----- Armour +13 Defense +17 (+9 eff.) Fatigue +8% ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 32 cooldown Level 4.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 95 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (4 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +23% acid HP.reg +2.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
241 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Dawnusher' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% light Res.pen +25% mind Melee Ret 8 mind ----- def ----- Fatigue -5% Resists +12% light ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 36 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) ----- def ----- Resists +5% blight +6% darkness ---------- misc Light +4 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 27 cooldown Level 1.1 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of steel shots of vileness (15/15, 17.5-21 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +8 blight +8 bleed On Hit: * 5% chance to disease On Crit: * wounds the target for 7 turns: 13 bleeding, 53% reduced healing Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of purging (15/15, 39.5-47.4 power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt/Master Power 39.5 - 47.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 15 Ranged+ +8 nature On Hit: * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Delubers' (21/21, 32.5-39 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +12 Apr +3 Crit +5.0% Capacity 21 Ranged+ +12 mind On Hit.r1 +20 mind On Crit.r2 +28 mind Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of kinetic psionic shield [power 81] (18 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of kinetic psionic shield [power 49] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield 'Gorufang' [power 43] (18 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +5% arcane +15% fire Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 43] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
Kindlewinnow [power 2] (9 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +27% fire Res.pen +25% darkness ----- def ----- Resists +18% fire ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
rushing yew totem of thorny skin [power 44] (18 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew wand of conjuration [power 349] (12 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 174 to 349 Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By DieZiguerette the Ghoul Reaver level 26
47th Regrowth 123rd year of Ascendancy at 11:37 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By DieZiguerette the Ghoul Reaver level 29
62nd Pyre 123rd year of Ascendancy at 04:16 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DieZiguerette the Ghoul Reaver level 9
6th Flare 122nd year of Ascendancy at 06:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DieZiguerette the Ghoul Reaver level 16
60th Dusk 122nd year of Ascendancy at 10:34 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DieZiguerette the Ghoul Reaver level 22
20th Regrowth 123rd year of Ascendancy at 02:45 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 DieZiguerette the Ghoul Reaver level 22
9th Regrowth 123rd year of Ascendancy at 18:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DieZiguerette the Ghoul Reaver level 10
4th Dusk 122nd year of Ascendancy at 08:29 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DieZiguerette the Ghoul Reaver level 20
60th Haze 122nd year of Ascendancy at 05:39 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DieZiguerette the Ghoul Reaver level 18
33rd Haze 122nd year of Ascendancy at 17:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DieZiguerette the Ghoul Reaver level 8
1st Summertide 122nd year of Ascendancy at 20:26 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DieZiguerette the Ghoul Reaver level 10
13rd Dusk 122nd year of Ascendancy at 02:08 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By DieZiguerette the Ghoul Reaver level 26
46th Regrowth 123rd year of Ascendancy at 15:39 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DieZiguerette the Ghoul Reaver level 21
5th Decay 122nd year of Ascendancy at 21:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DieZiguerette the Ghoul Reaver level 28
61st Pyre 123rd year of Ascendancy at 13:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DieZiguerette the Ghoul Reaver level 17
1st Haze 122nd year of Ascendancy at 08:46 see stats
Log
DieZiguerette hits Skeleton mage for 92 reflected damage.
Acid Splash from DieZiguerette hits Skeleton master archer for (8 absorbed), 0 acid (0 total damage).
Acid Splash from DieZiguerette hits Skeleton mage for 8 acid damage.
Skeleton mage hits DieZiguerette for (92 absorbed), 0 fire (0 total damage).
Orc necromancer misses DieZiguerette.
Your shield crumbles under the damage!
The shield around DieZiguerette crumbles.
You leech a part of Skeleton mage's vim.
DieZiguerette rearms.
Skeleton master archer shoots!
DieZiguerette reflects damage back to Skeleton mage!
Burning from Skeleton mage hits DieZiguerette for (28 absorbed), 15 healing, 18 fire (18 total damage) [15 healing].
DieZiguerette hits Skeleton mage for 28 reflected damage.
You leech a part of Skeleton master archer's vim.
You leech a part of Skeleton master archer's vim.
Skeleton master archer's Shoot hits DieZiguerette for 15 healing, 100 physical, 15 healing, 8 cold (109 total damage) [31 healing].
DieZiguerette leeches life from Dreadmaster!
Acid Splash from DieZiguerette hits Dreadmaster for 5 acid damage.
DieZiguerette receives 2 healing from Dreadmaster.
Dreadmaster casts Burning Hex.
DieZiguerette is hexed!
Skeleton mage casts Manathrust.
You leech a part of Skeleton mage's vim.
Acid Splash from DieZiguerette hits Skeleton master archer for (8 absorbed), 0 acid (0 total damage).
Acid Splash from DieZiguerette hits Skeleton mage for 8 acid damage.
Skeleton mage hits DieZiguerette for 15 healing, 157 arcane (158 total damage) [15 healing].
Orc necromancer casts Invoke Darkness.
You leech a part of Orc necromancer's vim.
Orc necromancer roars triumphantly.
Saving game...


















































































































