Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 46 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 23 on the 23rd Haze 122nd year of Ascendancy at 08:57 0 / 9Killed by dreadmaster at level 24 on the 25th Haze 122nd year of Ascendancy at 18:40 Killed by Urkis, the High Tempest at level 27 on the 49th Haze 122nd year of Ascendancy at 01:17 Killed by Elandar at level 46 on the 73rd Haze 123rd year of Ascendancy at 06:26 Killed by Elandar at level 46 on the 73rd Haze 123rd year of Ascendancy at 10:33 Killed by Elandar at level 46 on the 73rd Haze 123rd year of Ascendancy at 13:24 Killed by Elandar at level 46 on the 73rd Haze 123rd year of Ascendancy at 17:35 Killed by forge-giant at level 46 on the 73rd Haze 123rd year of Ascendancy at 20:49 Killed by daelach at level 46 on the 73rd Haze 123rd year of Ascendancy at 20:55 |
Primary Stats
| Strength | 88 (base 8) |
| Dexterity | 111 (base 60) |
| Constitution | 44 (base 20) |
| Magic | 101 (base 65) |
| Willpower | 51 (base 9) |
| Cunning | 90 (base 59) |
Resources
| Mana | 575/575 |
| Psi | 141/141 |
| Life | -32/1460 |
| Positive | 184/185 |
| Paradox | 300 |
| Healing Factor | 1.7083177570093 |
| Regeneration | 10.335322429906 |
Speed
| Mental | -1.9761969838328E-12% |
| Attack | -1.9761969838328E-12% |
| Movement | -49.999999999996% |
| Spell | -1.9761969838328E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 64.187395177431 |
| See Invisible | 64.187395177431 |
Offense: Mainhand
| Damage | 248 |
| Accuracy | 59 |
| Crit Chance | 55% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 59 |
| Crit Chance | 60% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (50%) |
| Defense | 62 |
| Ranged Defense | 67 |
| Fatigue | 22 |
| Physical Save | 63 |
| Spell Save | 52 |
| Mental Save | 58 |
Defense: Resistances
| All | -5%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| 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: 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 439 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 765 damage for 8 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 605 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 53.95 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 |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target's accuracy and power have been increased by 9. 3 Fateweaver |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's defense and saves have been increased by 9. 3 Spin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Islemina the gloomy giant crystal rat. Escort: lost anorithil (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Mind Sear (+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. | 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 |
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: 1068. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 |
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 |
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. | 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 |
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. * You have found the Resonating Diamond. | 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) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Lightbringer LightbringerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +19 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +14 Wil Changes resistances: +3% blight / +6% temporal Critical mult.: +45.00% Physical save: +15 (+3 eff.) Mental save: +9 (+3 eff.) Cut immunity: +10% Light radius: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 10/16) : Effective talent level: 3.0 Power cost: 16 out of 10/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 33.45 to 100.34 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Zanodunandil [power 475] (15/10 cooldown) Zanodunandil [power 475] (15/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +6% acid / +18% arcane It can be used to fire a bolt of a random element with (base) damage 238 to 475, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's voratun ring of blinding strikes rogue's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 27% chance to blind Damage (Melee): 46 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 39 light Changes stats: +7 Cun Rings can have magical properties. |
| On fingers | conjurer's stralite ring of misery conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Mag / +4 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | voratun amulet 'Ulfidir' voratun amulet 'Ulfidir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +10 Str / +15 Dex / +3 Mag / +7 Wil / +4 Con Physical save: +16 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +17 (+5 eff.) Amulets can have magical properties. |
| In main hand | Spellblade (50-70 power, 0 apr) Spellblade (50-70 power, 0 apr)Requires: - Magic 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 22/30) : Effective talent level: 4.0 Power cost: 30 out of 22/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 50 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. |
| In off hand | plaguebringer's voratun dagger of projection (38.5-50.05 power, 9 apr) plaguebringer's voratun dagger of projection (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +7 blight When wielded/worn: Disease immunity: +18% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Uliraldir' (18 def, 11 armour) elven-silk cloak 'Uliraldir' (18 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +18 (+5 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Str / +6 Wil / +6 Cun / +5 Con Changes resistances: +30% cold / +17% temporal Changes damage: +6% acid Physical save: +29 (+7 eff.) Maximum life: +108.00 Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide reinforced leather armour of thunder (4 def, 7 armour) troll-hide reinforced leather armour of thunder (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+3 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +15% lightning Life regen: +5.80 Maximum life: +45.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Mindpower: +15 (+5 eff.) Mental crit. chance: +7% Healing mod.: +17% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 8; power 22; turns 5; dispels darkness)sun infusion (rad 8; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: 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 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's stralite amulet of magic (+5) wanderer's stralite amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +4 Mag / +7 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Dawnbone the stralite ring Dawnbone the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +5 Mag / +7 Wil Changes resistances penetration: +10% light Changes damage: +12% light Reduces incoming crit damage: 10.00% Blindness immunity: +36% Infravision radius: +4 See stealth: +13 See invisible: +16 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 62.43 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Petrified Wood ring Petrified Wood ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings can have magical properties. |
Polyssra the Mirekiss Polyssra the MirekissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +6% nature / +3% fire Changes resistances penetration: +5% fire Spell save: +11 (+4 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +13% acid / +22% fire / +25% cold / +22% lightning Rings can have magical properties. |
marksman's steel ring of power marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +3 Dex Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +34% Pinning immunity: +30% Knockback immunity: +38% Maximum life: +20.00 Rings can have magical properties. |
savior's steel ring of tenacity savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +21.00 Rings can have magical properties. |
stralite ring of blinding strikes stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 26% chance to blind Damage (Ranged): 32 light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of shearing (57-85.5 power, 4 apr)voratun battleaxe of shearing (57-85.5 power, 4 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +20 Changes resistances penetration: +17% physical Changes damage: +17% physical Massive two-handed battleaxes. |
Dawnstun the stralite dagger (30.5-39.65 power, 9 apr) Dawnstun the stralite dagger (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +12 temporal / +12 light Burst (radius 1) on hit: +12 arcane / +8 light When wielded/worn: Damage when hit (Melee): 8 arcane / 13 temporal Changes resistances: +14% temporal Changes resistances penetration: +25% arcane Changes damage: +3% light Sharp, short and deadly. |
Erelorion the Furnacecrack (32.5-42.25 power, 9 apr) Erelorion the Furnacecrack (32.5-42.25 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 32.5 - 42.3 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 6% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +8 lightning / +4 fire Burst (radius 2) on crit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +5% arcane Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
elemental dwarven-steel dagger of crippling (15-19.5 power, 7 apr) elemental dwarven-steel dagger of crippling (15-19.5 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +6% acid / +6% fire / +7% cold / +6% lightning Sharp, short and deadly. |
hateful steel dagger of projection (11.5-14.95 power, 6 apr) hateful steel dagger of projection (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +6 darkness Damage against: +6% Living Sharp, short and deadly. |
acidic steel greatsword (25-40 power, 2 apr) acidic steel greatsword (25-40 power, 2 apr)Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Massive two-handed swords. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. steady dragonbone longbow of recursionsteady dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +8.0% Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
dwarven-steel longsword 'Blindbait' (26-36.4 power, 4 apr) dwarven-steel longsword 'Blindbait' (26-36.4 power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 26.0 - 36.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +6% acid / +9% darkness / +6% fire / +21% lightning / +5% all Changes resistances penetration: +9% nature Sharp, long, and deadly. This object's appearance was changed to stralite longsword. |
dwarven-steel longsword 'Hellvenom' (22.5-31.5 power, 4 apr) dwarven-steel longsword 'Hellvenom' (22.5-31.5 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 150% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 8 mind Changes resistances: +6% fire Changes resistances penetration: +20% mind Changes damage: +21% fire Disarm immunity: +26% Sharp, long, and deadly. |
stralite longsword 'Cuthygrim' (34-47.6 power, 5 apr) stralite longsword 'Cuthygrim' (34-47.6 power, 5 apr)Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +18 mind When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +4 Wil Changes resistances: +15% temporal Changes resistances penetration: +25% mind Changes damage: +9% mind Sharp, long, and deadly. |
voratun longsword 'Salavea' (43-60.2 power, 6 apr) voratun longsword 'Salavea' (43-60.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 6% chance to disease On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing * splashes the target with acid Damage Shield penetration (this weapon only): +10% Damage (Melee): +14 blight / +6 acid When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Changes stats: +1 Str / +3 Dex / +2 Mag Changes resistances penetration: +20% arcane Reduces incoming crit damage: 15.00% Disease immunity: +16% See invisible: +6 Sharp, long, and deadly. |
Radiancetouch the dwarven-steel mace (27-37.8 power, 4 apr) Radiancetouch the dwarven-steel mace (27-37.8 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +7 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Str Changes damage: +9% light Disarm immunity: +23% Stamina each turn: +0.40 Light radius: +3 Blunt and deadly. |
plaguebringer's dwarven-steel mace of crippling (26.5-37.1 power, 4 apr) plaguebringer's dwarven-steel mace of crippling (26.5-37.1 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 5% chance to disease On weapon crit: * cripple the target Damage (Melee): +6 blight When wielded/worn: Physical crit. chance: +7.0% Disease immunity: +16% Blunt and deadly. |
quick voratun mace of shearing (47-65.8 power, 6 apr) quick voratun mace of shearing (47-65.8 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Changes stats: +4 Dex Changes resistances penetration: +5% physical Changes damage: +11% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of naturedrakeskin leather sling of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +21 nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +13% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Chargetrencher the dragonbone magestaff (30-36 power, 6 apr, cold element)Chargetrencher the dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Wil Changes resistances: +6% lightning Changes resistances penetration: +20% mind / +15% lightning Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +15% Mindpower: +8 (+3 eff.) Staves designed for wielders of magic, by the greats of the art. |
Manostir (32-44.8 power, 5 apr) Manostir (32-44.8 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +29 temporal / +13 nature Burst (radius 2) on crit: +4 temporal When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +5% arcane Changes damage: +9% arcane One-handed war axes. |
dwarven-steel waraxe 'Serpentwrest' (19-26.6 power, 4 apr) dwarven-steel waraxe 'Serpentwrest' (19-26.6 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 nature / +7 fire When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% nature Changes resistances penetration: +15% nature / +7% physical Changes damage: +5% physical One-handed war axes. |
elemental iron waraxe of projection (12.5-17.5 power, 2 apr) elemental iron waraxe of projection (12.5-17.5 power, 2 apr)Requires: - Magic 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +7% lightning / +8% cold One-handed war axes. |
elemental voratun waraxe of shearing (38-53.2 power, 6 apr) elemental voratun waraxe of shearing (38-53.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +8 Changes resistances penetration: +12% acid / +10% physical / +11% fire / +10% cold / +11% lightning Changes damage: +5% physical One-handed war axes. |
voratun waraxe 'Nighthue' (41.5-58.1 power, 6 apr) voratun waraxe 'Nighthue' (41.5-58.1 power, 6 apr)Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +49 insidious poison When wielded/worn: Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% fire / +6% light / +15% temporal One-handed war axes. |
Tempestflash the drakeskin leather belt Tempestflash the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +7% acid / +7% cold / +7% fire / +6% nature / +11% lightning Changes resistances penetration: +10% lightning Reduced damage from: +15% Summoned Stealth bonus: +15 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt 'Samuromilathabar'drakeskin leather belt 'Samuromilathabar' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -10% Changes stats: +4 Con Changes resistances: +12% nature / +12% darkness Changes resistances penetration: +10% temporal Maximum encumbrance: +53 Confusion immunity: +15% Pinning immunity: +15% Light radius: +3 A belt that goes around your waist. |
hardened leather belt 'Dagyntir' hardened leather belt 'Dagyntir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +4 Dex Changes resistances: +6% temporal Changes damage: +18% arcane Mental crit. chance: +8% A belt that goes around your waist. |
Amyrim (9 def, 0 armour) Amyrim (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +15% temporal Physical save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.24 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wind's Whisper. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
cashmere cloak 'Bleaknaught' (2 def, 0 armour) cashmere cloak 'Bleaknaught' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +20% mind Changes damage: +6% darkness / +6% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +50 (+13 eff.) Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wind's Whisper. |
enveloping cashmere cloak of implacability (9 def, 0 armour) enveloping cashmere cloak of implacability (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Physical save: +18 (+4 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daysage (21 def, 13 armour) Daysage (21 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +21 (+6 eff.) Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +4 Con Changes resistances: +3% acid / +6% darkness / +6% blight / +9% fire / +6% lightning Changes damage: +6% light Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Eilinamira the Stormwrack (0 def, 4 armour) Eilinamira the Stormwrack (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +7% fire / +7% cold Changes resistances penetration: +25% mind Changes damage: +6% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkhue (0 def, 4 armour) Sparkhue (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes resistances: +21% lightning Changes resistances penetration: +25% acid Changes damage: +3% acid / +12% lightning Maximum encumbrance: +32 Physical save: +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +5 Cun / +4 Con Physical save: +19 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +16 (+5 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 167.34 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Silariann the dwarven-steel mail armour (3 def, 8 armour) Silariann the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 8 acid Changes resistances: +9% darkness / +12% temporal Spell save: +48 (+14 eff.) Life regen: +4.60 Stamina each turn: +1.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of spell shielding (5 def, 10 armour)spiked voratun mail armour of spell shielding (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Changes resistances: +9% arcane Spell save: +24 (+8 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of natural resilience (5 def, 8 armour)rejuvenating drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +15% nature / +17% blight Reduced damage from: +15% Unnatural Life regen: +7.80 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming voratun shield of arcane resistance (+15%) (12 def, 3 armour, 198.5 block)flaming voratun shield of arcane resistance (+15%) (12 def, 3 armour, 198.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 11 fire Changes resistances: +15% arcane Talent granted: +5 Block Handheld deflection devices. |
314 alchemist agate 314 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire 12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Vorotha' (dig speed 11 turns) voratun pickaxe 'Vorotha' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 16 physical Changes stats: +3 Str Changes resistances: +12% physical / +12% fire Physical save: +30 (+7 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 jade 13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 ruby 14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
14 amethyst 14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Duty the Skeleton Temporal Warden level 27
28th Haze 122nd year of Ascendancy at 23:17 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Duty the Skeleton Temporal Warden level 38
8th Haze 123rd year of Ascendancy at 00:05 see stats
Against all odds
Killed Ukruk in the ambush.By Duty the Skeleton Temporal Warden level 26
27th Haze 122nd year of Ascendancy at 02:55 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Duty the Skeleton Temporal Warden level 34
57th Pyre 123rd year of Ascendancy at 06:42 see stats
Arachnophobia
Destroyed the spydric menace.By Duty the Skeleton Temporal Warden level 30
8th Decay 122nd year of Ascendancy at 12:01 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Duty the Skeleton Temporal Warden level 43
44th Haze 123rd year of Ascendancy at 13:34 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Duty the Skeleton Temporal Warden level 37
73rd Dusk 123rd year of Ascendancy at 20:53 see stats
Brave new world
Went to the Far East and took part in the war.By Duty the Skeleton Temporal Warden level 30
4th Decay 122nd year of Ascendancy at 14:57 see stats
Bringer of Doom
Killed a Bringer of Doom.By Duty the Skeleton Temporal Warden level 34
9th Dusk 123rd year of Ascendancy at 13:37 see stats
Clone War
Destroyed your own Shade.By Duty the Skeleton Temporal Warden level 39
16th Haze 123rd year of Ascendancy at 05:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Duty the Skeleton Temporal Warden level 14
16th Dusk 122nd year of Ascendancy at 22:18 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Duty the Skeleton Temporal Warden level 29
80th Haze 122nd year of Ascendancy at 09:43 see stats
Exterminator
Killed 1000 creatures.By Duty the Skeleton Temporal Warden level 18
54th Dusk 122nd year of Ascendancy at 01:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Duty the Skeleton Temporal Warden level 27
49th Haze 122nd year of Ascendancy at 03:03 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Duty the Skeleton Temporal Warden level 45
69th Haze 123rd year of Ascendancy at 19:16 see stats
Got eggs?
Finish the Pikataclysm event.By Duty the Skeleton Temporal Warden level 18
54th Dusk 122nd year of Ascendancy at 01:03 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Duty the Skeleton Temporal Warden level 13
3rd Dusk 122nd year of Ascendancy at 17:02 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Duty the Skeleton Temporal Warden level 44
44th Haze 123rd year of Ascendancy at 15:25 see stats
Impossible Death
Got killed by your future self.By Duty the Skeleton Temporal Warden level 21
8th Haze 122nd year of Ascendancy at 02:31 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Duty the Skeleton Temporal Warden level 38
7th Haze 123rd year of Ascendancy at 00:42 see stats
Level 10
Got a character to level 10.By Duty the Skeleton Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 02:12 see stats
Level 20
Got a character to level 20.By Duty the Skeleton Temporal Warden level 20
1st Time of Equilibrium 122nd year of Ascendancy at 09:09 see stats
Level 30
Got a character to level 30.By Duty the Skeleton Temporal Warden level 30
1st Decay 122nd year of Ascendancy at 15:46 see stats
Level 40
Got a character to level 40.By Duty the Skeleton Temporal Warden level 40
18th Haze 123rd year of Ascendancy at 15:19 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Duty the Skeleton Temporal Warden level 34
61st Pyre 123rd year of Ascendancy at 18:08 see stats
Orcrist
Killed the leaders of the Orc Pride.By Duty the Skeleton Temporal Warden level 45
55th Haze 123rd year of Ascendancy at 14:38 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Duty the Skeleton Temporal Warden level 43
37th Haze 123rd year of Ascendancy at 18:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Duty the Skeleton Temporal Warden level 16
34th Dusk 122nd year of Ascendancy at 10:39 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Duty the Skeleton Temporal Warden level 27
40th Haze 122nd year of Ascendancy at 09:22 see stats
Size is everything
Did over 1500 damage in one attack.By Duty the Skeleton Temporal Warden level 40
20th Haze 123rd year of Ascendancy at 04:02 see stats
Size matters
Did over 600 damage in one attack.By Duty the Skeleton Temporal Warden level 32
10th Pyre 123rd year of Ascendancy at 08:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Duty the Skeleton Temporal Warden level 29
80th Haze 122nd year of Ascendancy at 10:41 see stats
That was close
Killed your target while having only 1 life left.By Duty the Skeleton Temporal Warden level 27
49th Haze 122nd year of Ascendancy at 01:17 see stats
The Arena
Unlocked Arena mode.By Duty the Skeleton Temporal Warden level 10
3rd Flare 122nd year of Ascendancy at 16:35 see stats
The secret city
Discovered the truth about mages.By Duty the Skeleton Temporal Warden level 16
38th Dusk 122nd year of Ascendancy at 07:01 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Duty the Skeleton Temporal Warden level 32
76th Regrowth 123rd year of Ascendancy at 13:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Duty the Skeleton Temporal Warden level 27
38th Haze 122nd year of Ascendancy at 12:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Duty the Skeleton Temporal Warden level 15
31st Dusk 122nd year of Ascendancy at 03:57 see stats
Unstoppable
Returned from the dead.By Duty the Skeleton Temporal Warden level 46
73rd Haze 123rd year of Ascendancy at 20:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Duty the Skeleton Temporal Warden level 25
26th Haze 122nd year of Ascendancy at 00:51 see stats
Log
Forge-giant's cleansing fire area effect hits Forge-giant for 1 fire damage.
Daelach's darkness area effect hits Daelach for (8 absorbed), 0 darkness (0 total damage).
Daelach's darkness area effect hits Argoniel for 14 darkness damage.
Daelach's darkness area effect hits Elandar for 17 darkness damage.
Daelach's darkness area effect hits Umber hulk for 28 darkness damage.
Daelach's darkness area effect hits Duty for 30 darkness damage.
Daelach's firestorm hits Duty for 94 fire damage.
Duty parries the attack with her dual weapons!
Duty repels an attack from Daelach.
Duty parries the attack with her dual weapons!
Duty repels an attack from Daelach.
Elandar casts Flameshock.
Elandar's spell attains critical power!
Umber hulk is stunned by the burning flame!
Duty is stunned by the burning flame!
Daelach resists the searing flame!
Argoniel resists the searing flame!
Duty is confused and fails to use Healing Light.
Umber hulk misses Duty.
Forge-giant casts Firebeam.
Duty stops burning.
Duty has recovered!
Forge-giant hits Daelach for (151 absorbed), 0 fire (0 total damage).
Forge-giant hits Duty for 179 fire damage.
Burning from Elandar hits Duty for 97 fire damage.
Burning Shock from Elandar hits Umber hulk for 60 fire damage.
Burning Shock from Elandar hits Duty for 97 fire damage.
Elandar casts Manathrust.
Saving game...
