









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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! Store Restocker 1.5.5Showing 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 | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 599% |
| Size | big |
| Lifes / Deaths | Killed by Elandar at level 50 on the 66th Dusk 123rd year of Ascendancy at 11:32 / 1 |
Primary Stats
| Strength | 109 (base 42) |
| Dexterity | 64.43202521111 (base 60) |
| Constitution | 89 (base 60) |
| Magic | 29 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 69 (base 50) |
Resources
| Life | -532/1625 |
| Stamina | 9/242 |
| Healing Factor | 1.707528957529 |
| Regeneration | 7.2869600399635 |
Speed
| Mental | -2.3314683517128E-13% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 38.594739025712 |
| See Invisible | 38.594739025712 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 72 |
| Crit Chance | 80% |
| APR | 55 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +103% |
| Nature | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +38% |
| All | 0% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 60 (95.817490494297%) |
| Defense | 61 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 45 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Nature | + 1%( 70%) |
| Physical | + 13%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | 0%( 70%) |
| Darkness | + 7%( 70%) |
| All | -5%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 531 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 664 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 175 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.60 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Archery prowess | 1.60 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Venomous Ammunition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 32 and doing 63.70 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is on fire, taking 39.61 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Velyba the treant. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by luminous horror. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
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 |
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: 2342. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. 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 faerlhing fang. * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
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. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within2 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. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Aeryrodan the quiver of dragonbone arrows (22/22, 54.5-76.3 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +18.0% Capacity 22 Ranged+ +37 temporal +15 nature +12 arcane On Hit.r1 +4 temporal On Crit.r2 +8 temporal On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's dwarven lantern1.0 T5 lite [Ego+] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+1 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Sulfurravager' (0 def, 5 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +8 Dmg.mod +9% nature +18% physical Acc +8 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% blight +11% darkness Spell.save +30 (+10 eff.) Mind.save +15 (+4 eff.) Max.HP +30.00 ---------- misc Max.mana +60.00 Circle of Sanctity: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. This object's appearance was changed to Dragon-helm of Kroltar. |
| Tool | Voidworm the dragonbone totem of cure ailments [power 5] (9 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Crit.mult +9.00% Apr +3 On Hit (Melee): * 39% chance to inflict 15% damage reduction ----- def ----- Defense +11 (+2 eff.) Rng.Def +11 (+3 eff.) Phys.save +12 (+3 eff.) HP.reg +0.60 ---------- misc Max.stam +20.00 Light +2 Wards +5 acid +5 nature +5 light Talents +1 Ward Remove up to 5 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -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. |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Pugilism +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Superiority +0.30 Technique/Shield offense +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Technique/Two-handed weapons +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Neriwe1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +5 Con dps ---------- Phys.crit +10.0% Mind.crit +11% Phys.pwr +10 (+2 eff.) Melee Ret 16 mind ----- def ----- Resists +6% acid D.Red.from +21% Summoned Phys.save +22 (+5 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Sulfurterror the elven-wood longbow4.0 T4 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit.r1 +2 arcane While equipped: dps ---------- Dmg.mod +60% physical Res.pen +18% physical ----- def ----- Resists +6% nature +5% arcane ---------- misc Cooldown Fragmentation Shot -4 Pin Down -2 Longbows are used to shoot arrows at your foes. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Cutholathadig (18 def, 17 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +5 Mag +6 Wil +4 Con dps ---------- Spell.crit +8% Res.pen +15% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +17 Defense +18 (+4 eff.) Phys.save +30 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +20 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Beildil'0.1 T5 amulet jewelry [Rare] Psionic While equipped: Stats +6 Wil +4 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +10 (+2 eff.) Mind.pwr +14 (+5 eff.) Res.pen +20% physical Apr +2 ----- def ----- Resists +2% physical Phys.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Heal.mod +25% Confus- +25% Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 19%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
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..." |
teleportation rune (range 95)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 54 power out of 60/60 The evilness of undeath radiates from this amulet. |
serendipitous voratun amulet of mastery (0.36 Technique / Archery training)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 15% ---------- misc Masteries +0.36 Technique/Archery training Amulets can have magical properties. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Samethad the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +3 Con dps ---------- Crit.mult +12.00% Res.pen +10% mind ----- def ----- Armour +6 Resists +3% physical Phys.save +30 (+7 eff.) Spell.save +10 (+3 eff.) Heal.mod +10% ---------- misc Stam/turn +0.60 Rings can have magical properties. |
Yvynn the Festerstreaker0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +7 Dex +6 Wil +10 Cun dps ---------- Dmg.mod +15% nature +12% physical Res.pen +20% physical Acc +14 (+3 eff.) ----- def ----- Armour +6 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Die.at -109.00 life ---------- misc Telepathy Humanoid/Orc Rings can have magical properties. |
voratun ring 'Noonsnake'0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Wil dps ---------- Phys.pwr +20 (+4 eff.) Spell.pwr +19 (+10 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +9% light +8% all ----- def ----- Armour +8 Resists +6% darkness Crit.dmg- 10.00% Mind.save +18 (+4 eff.) Heal/summ +30 Silence- +50% Confus- +10% ---------- misc Mana/turn +0.40 Light +1 Rings can have magical properties. |
plaguebringer's voratun battleaxe (57-85.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 57.0 - 85.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: 10% Epidemic 5 On Hit: * 28% chance to disease While equipped: ----- def ----- Disease- +49% Massive two-handed battleaxes. |
Dawnwyrd (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Nature Power 38.0 - 49.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +48 insidious poison On Crit.r2 +8 blight On Hit: * 54% chance to blind While equipped: dps ---------- Dmg.mod +18% light Res.pen +20% light Melee Ret 27 nature On Hit (Melee): * 27% chance to disease * Slows global speed by 40% * 40% chance to blind ----- def ----- Resists +6% nature Sharp, short and deadly. |
arcing dwarven-steel dagger of paradox (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.5 - 25.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 lightning +12 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 11 temporal ----- def ----- Resists +12% temporal Sharp, short and deadly. |
balanced stralite dagger of rage (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 29.0 - 37.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +11% physical Acc +22 (+5 eff.) ----- def ----- Defense +11 (+2 eff.) Disarm- +34% ---------- misc Stam/ret +2.00 Sharp, short and deadly. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
slime-covered voratun greatsword of massacre (82-131.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Disrupt/Master Power 82.0 - 131.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 26% Massive two-handed swords. |
voratun greatsword of evisceration (59-94.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +20 (+4 eff.) Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 53.20 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 32 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Sparkgrit (42.5-59.5 power, 7 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Melee+ +12 lightning +4 physical +30 cold While equipped: Stats +3 Dex dps ---------- Phys.crit +12.0% Crit.mult +20.00% Dmg.mod +15% physical Res.pen +12% physical Apr +23 ----- def ----- Phys.save +9 (+2 eff.) Die.at -60.00 life HP.reg +0.80 ---------- misc Max.stam +15.00 Sharp, long, and deadly. |
flaming voratun mace of evisceration (47-65.8 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire On Crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+3 eff.) Blunt and deadly. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 39.96 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Glarewreck the dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +36 light +28 acid On Crit.r2 +16 light On Hit: * 54% chance to blind * 40% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +30% fire Res.pen +10% light ----- def ----- Armour +10 Hardiness +12% Resists +6% light Phys.save +12 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Layidheba' (41-49.2 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +13.0% Atk.spd 100% Phasing +20% Melee+ +20 physical On Hit.r1 +8 physical On Crit.r2 +16 acid While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+10 eff.) Dmg.mod +41% temporal +9% physical Res.pen +10% acid Melee Ret 20 temporal ----- def ----- Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Resists +4% physical Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling orichalcum trident of massacre (73-116.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Arcane/Master Power 73.0 - 116.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +42 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious orichalcum trident (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Nature Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +68 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Skeletal Claw (55-60.5 power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Phys.spd +10% ----- def ----- Defense +12 (+3 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 45.77 physical damage, and inflicting bleeding for another 22.88 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.8 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists -15% fire +25% cold +8% all Release a radius 4 chilling blast, instantly dealing 64.80 cold damage and condensing the air into freezing vapors that deal 21.60 cold damage (based on Magic) each turn for 10 turns. Uses 27 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.0 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
stealthy pair of drakeskin leather boots of evasion (16 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +5 Defense +16 (+4 eff.) Fatigue +5% Stealth +8 Evasion: (Instant) Puts all charms on 27 cooldown Level 3.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. This object's appearance was changed to Unbreakable Greaves. |
cinder voratun gauntlets (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 15 fire Dmg.mod +11% fire ----- def ----- Armour +3 Resists +10% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Radhutofang the Cloudmistress (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +15% temporal Res.pen +10% nature +15% lightning Melee Ret 20 lightning On Hit (Melee): * Slows global speed by 40% * 40% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Resists +14% cold +10% fire +9% nature +6% temporal A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
insulating hardened leather cap of constitution (+7) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +7 Con ----- def ----- Armour +3 Fatigue +3% Resists +10% cold +10% fire A cap made of leather. |
prismatic drakeskin leather armour of lightning resistance (5 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +28% lightning +20% light +20% darkness A suit of armour made of leather. |
troll-hide drakeskin leather armour of the wind (16 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Apr +12 ----- def ----- Armour +8 Defense +16 (+4 eff.) Fatigue +8% Max.HP +63.00 HP.reg +4.20 Heal.mod +13% ---------- misc Stam/turn +1.10 Second Wind: (Instant) Puts all charms on 32 cooldown Level 6.5 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 206 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This object's appearance was changed to reinforced leather armour. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane Glows brightly in the light of dawn. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +5 Block 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. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 70% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 30 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 50% Str, 10% Mag, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
storming quiver of dragonbone arrows (18/18, 56-78.4 power, 18 apr)3.0 T5 arrow ammo [Ego] Nature Power 56.0 - 78.4 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 18 Ranged+ +38 lightning On Crit.r2 +23 lightning Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
792 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 27 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 110.63 physical damage to all. 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. |
voratun pickaxe of endurance (dig speed 22 turns)3.0 T5 digger tool [Ego] Master While equipped: Stats +8 Str ----- def ----- Fatigue -10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +6 Masteries +0.10 Cunning/Stealth Blood Grasp: Level 3.0 Pwr.cost 9 out of 15/15. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 33.91 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.10 cold damage and 10.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 54.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 14 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +15% temporal +10% all ----- def ----- Resists +15% temporal -12% all Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 18 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
20 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 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.). Uses 32 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 51.60 temporal and 51.60 darkness damage (based on Magic). Uses 18 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
arcane dragonbone wand of firewall [power 353] (6 cooldown)2.0 T5 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 141 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 16 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
13 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Untouchable the Skeleton Archer level 34
49th Pyre 123rd year of Ascendancy at 01:09 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Untouchable the Skeleton Archer level 21
52nd Haze 122nd year of Ascendancy at 14:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Untouchable the Skeleton Archer level 33
72nd Regrowth 123rd year of Ascendancy at 07:17 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Untouchable the Skeleton Archer level 39
78th Pyre 123rd year of Ascendancy at 20:28 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Untouchable the Skeleton Archer level 37
67th Pyre 123rd year of Ascendancy at 03:37 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Untouchable the Skeleton Archer level 50
56th Dusk 123rd year of Ascendancy at 17:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Untouchable the Skeleton Archer level 13
30th Dusk 122nd year of Ascendancy at 12:22 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Untouchable the Skeleton Archer level 48
29th Dusk 123rd year of Ascendancy at 05:16 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Untouchable the Skeleton Archer level 38
74th Pyre 123rd year of Ascendancy at 19:18 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Untouchable the Skeleton Archer level 35
63rd Pyre 123rd year of Ascendancy at 00:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Untouchable the Skeleton Archer level 41
2nd Mirth 123rd year of Ascendancy at 10:07 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Untouchable the Skeleton Archer level 22
59th Haze 122nd year of Ascendancy at 19:18 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Untouchable the Skeleton Archer level 17
75th Dusk 122nd year of Ascendancy at 22:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Untouchable the Skeleton Archer level 29
50th Regrowth 123rd year of Ascendancy at 17:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Untouchable the Skeleton Archer level 46
21st Dusk 123rd year of Ascendancy at 16:15 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Untouchable the Skeleton Archer level 50
53rd Dusk 123rd year of Ascendancy at 05:20 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Untouchable the Skeleton Archer level 21
52nd Haze 122nd year of Ascendancy at 13:24 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Untouchable the Skeleton Archer level 40
79th Pyre 123rd year of Ascendancy at 07:23 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Untouchable the Skeleton Archer level 43
4th Dusk 123rd year of Ascendancy at 23:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Untouchable the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 09:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Untouchable the Skeleton Archer level 20
1st Haze 122nd year of Ascendancy at 02:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Untouchable the Skeleton Archer level 30
59th Regrowth 123rd year of Ascendancy at 21:37 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Untouchable the Skeleton Archer level 40
79th Pyre 123rd year of Ascendancy at 01:25 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Untouchable the Skeleton Archer level 50
48th Dusk 123rd year of Ascendancy at 15:20 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Untouchable the Skeleton Archer level 29
42nd Regrowth 123rd year of Ascendancy at 02:21 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Untouchable the Skeleton Archer level 50
51st Dusk 123rd year of Ascendancy at 04:47 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Untouchable the Skeleton Archer level 50
65th Dusk 123rd year of Ascendancy at 02:38 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Untouchable the Skeleton Archer level 20
8th Haze 122nd year of Ascendancy at 20:17 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Untouchable the Skeleton Archer level 27
79th Haze 122nd year of Ascendancy at 19:01 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Untouchable the Skeleton Archer level 30
60th Regrowth 123rd year of Ascendancy at 04:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Untouchable the Skeleton Archer level 27
1st Allure 123rd year of Ascendancy at 06:55 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Untouchable the Skeleton Archer level 36
63rd Pyre 123rd year of Ascendancy at 06:35 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Untouchable the Skeleton Archer level 21
52nd Haze 122nd year of Ascendancy at 14:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Untouchable the Skeleton Archer level 8
9th Mirth 122nd year of Ascendancy at 23:38 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Untouchable the Skeleton Archer level 21
52nd Haze 122nd year of Ascendancy at 14:05 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Untouchable the Skeleton Archer level 36
64th Pyre 123rd year of Ascendancy at 00:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Untouchable the Skeleton Archer level 16
49th Dusk 122nd year of Ascendancy at 13:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Untouchable the Skeleton Archer level 24
61st Haze 122nd year of Ascendancy at 22:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Untouchable the Skeleton Archer level 14
43rd Dusk 122nd year of Ascendancy at 16:43 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Untouchable the Skeleton Archer level 32
70th Regrowth 123rd year of Ascendancy at 15:00 see stats
Log
Untouchable is free from the hex.
Untouchable is not stunned anymore.
Untouchable has recovered!
Talent Vital Shot is ready to use.
Talent Ward is ready to use.
Talent Dig is ready to use.
Talent Steady Shot is ready to use.
Untouchable receives 57 healing.
Burning from Elandar hits Untouchable for (68 absorbed), 180 fire (180 total damage).
Re-assemble is still on cooldown for 9 turns.
Talent Explosive Shot is ready to use.
Untouchable receives 57 healing.
Burning from Elandar hits Untouchable for 248 fire damage.
Untouchable stops burning.
Talent Called Shots is ready to use.
Untouchable receives 57 healing.
Untouchable uses Shoot Down.
Untouchable shoots down 'Elandar's Drain'!
Untouchable is stunned by the burning flame!
Untouchable reacts to damage from Something, mitigating the blow!.
Untouchable is afflicted by a decrepitude disease!
Something hits Untouchable for (109 reacted , -6 stam), 210 blight (210 total damage).
Untouchable has finished recovering.
Burning Shock from Elandar hits Untouchable for 79 fire damage.
Decrepitude Disease from Elandar hits Untouchable for 77 blight damage.
Untouchable reacts to damage from Something, mitigating the blow!.
Saving game...







































































































































