Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Prodigy Tweaks 1.5.5 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s FlexSpec Respec Limitation Relaxer 1.5.5 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 50 / 735% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nurevena the sandworm at level 18 on the 65th Dusk 122nd year of Ascendancy at 20:59 2 / 5Killed by Emilaith the elven warrior at level 25 on the 1st Time of Balance 123rd year of Ascendancy at 00:13 Killed by Lisemina the mean looking elven guard at level 26 on the 1st Pyre 123rd year of Ascendancy at 14:22 Killed by Ganor the elven cultist at level 27 on the 2nd Pyre 123rd year of Ascendancy at 20:31 Killed by Neretira the skeleton warrior at level 32 on the 8th Flare 123rd year of Ascendancy at 20:59 |
Primary Stats
Strength | 114 (base 60) |
Dexterity | 112 (base 64) |
Constitution | 93 (base 49) |
Magic | 95 (base 57) |
Willpower | 87 (base 43) |
Cunning | 92 (base 65) |
Resources
Life | 1693/1693 |
Mana | 600/600 |
Stamina | 424/424 |
Equilibrium | 20 |
Healing Factor | 1.6133840304185 |
Regeneration | 42.457361293787 |
Speed
Mental | +17.95547949591% |
Attack | 0% |
Movement | 0% |
Spell | +17.95547949591% |
Global | +183.23641497185% |
Vision
Sight | 10 |
Lite | -988 |
Infravision | 6 |
See Stealth | 52.072217221332 |
See Invisible | 52.072217221332 |
Stealth | 76.932397176541 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 251 |
Accuracy | 100 |
Crit Chance | 121% |
APR | 27 |
Speed | 0.85 |
Offense: Offhand
Damage | 196 |
Accuracy | 100 |
Crit Chance | 124% |
APR | 42 |
Speed | 0.85 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 46% |
Speed | 0.84777748712782 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +42% |
Cold | +9% |
All | 0% |
Darkness | +22% |
Light | +18% |
Mind | +24% |
Lightning | +23% |
Fire | +15% |
Nature | +20% |
Offense: Damage Penetration
Darkness | +12% |
Physical | +52% |
Arcane | +15% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 42 (77.416974169742%) |
Defense | 63 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 68 |
Mental Save | 72 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 31%( 70%) |
All | + 18%( 70%) |
Lightning | + 36%( 70%) |
Temporal | + 40%( 70%) |
Darkness | + 43%( 70%) |
Physical | + 21%( 70%) |
Mind | + 36%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 846% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 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 575 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -711 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.80 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Spell / Temporal | 2.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.80 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Dual techniques | 1.90 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Cunning / Dirty fighting | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.80 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Shalore | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shadow Feed |
talent | Trained Reactions |
talent | Essence of Speed |
talent | Precise Strikes |
talent | Stealth |
talent | Elemental Harmony |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.6 and stamina regeneration by 2.8. Soothing Darkness |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 43 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
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 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2988. | 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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed electric eel tail. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 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 within8 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 |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Brightscar the pair of drakeskin leather boots (0 def, 5 armour) Brightscar the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Dex / +8 Wil / +2 Con / +15 Lck Changes resistances penetration: +20% fire Changes damage: +18% light Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stealth bonus: +15 A pair of boots made of leather. |
Light source | dwarven lantern 'Salurewe' dwarven lantern 'Salurewe'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Str / +6 Con Changes resistances: +15% blight Changes resistances penetration: +29% physical Life regen: +3.50 Only die when reaching: -40.00 life Maximum life: +196.00 Light radius: +8 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: +10 Str / +5 Dex / +5 Mag / +9 Wil / +5 Cun / +10 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Malirorion the Fogwill (0 def, 17 armour) Malirorion the Fogwill (0 def, 17 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +17 Damage (Melee): 15 lightning / 11 mind Changes stats: +2 Con Changes resistances: +10% lightning / +3% physical / +10% mind Changes damage: +10% lightning / +9% mind / +12% darkness Reduces incoming crit damage: 15.00% Mental save: +26 (+6 eff.) Maximum life: +156.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Purewild the voratun pickaxe (dig speed 6 turns) Purewild the voratun pickaxe (dig speed 6 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +15% mind / +15% fire Spell save: +10 (+2 eff.) Mental save: +41 (+9 eff.) Cut immunity: +10% Pinning immunity: +15% Only die when reaching: -40.00 life Lowers spell cool-downs by: 20% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Velenne the stralite ring Velenne the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +2 Mag / +3 Wil / +12 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Life regen: +0.90 Maximum life: +57.00 Light radius: +3 Healing mod.: +14% Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | Aluharasus AluharasusCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +10 Str / +4 Con Changes resistances: +6% acid Changes damage: +9% acid / +7% physical Infravision radius: +3 Combat speed: +10% Amulets can have magical properties. |
In main hand | Xerusetira the Ichorwrack (150% power, 6 apr) Xerusetira the Ichorwrack (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +4 arcane When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +15 Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane Changes resistances: +6% nature Changes resistances penetration: +5% arcane / +12% physical Disarm immunity: +21% One-handed war axes. |
Around waist | Emblem of Evasion Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +5 Str / +17 Dex / +5 Mag / +5 Wil / +15 Cun / +5 Con / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 7.2 Power cost: 26 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 39% chance to evade melee and ranged attacks and 78 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 | voratun dagger 'Poryyama' (148% power, 21 apr) voratun dagger 'Poryyama' (148% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing * cripple the target Damage Shield penetration (this weapon only): +58% Burst (radius 1) on hit: +12 mind / +16 fire When wielded/worn: Physical crit. chance: +20.0% Physical power: +12 (+2 eff.) Armour: +4 Changes stats: +3 Dex / +3 Con Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Cloak | Fogwedge (12 def, 0 armour) Fogwedge (12 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +38 (+6 eff.) Physical crit. chance: +3.0% Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 12 darkness Changes stats: +6 Mag / +9 Wil Changes resistances: +27% temporal / +30% darkness / +6% mind Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +81.00 Maximum mana: +71.00 Maximum stamina: +65.00 Defense after a teleport: +24 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chygar the Plaguetitan (5 def, 4 armour) Chygar the Plaguetitan (5 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +7 Str / +8 Mag / +7 Wil Changes resistances: +11% lightning / +5% arcane / +15% cold / +39% nature / +4% all Changes resistances penetration: +11% physical / +12% darkness / +10% arcane Changes damage: +13% lightning / +25% physical / +10% darkness / +9% cold / +20% nature Maximum hate: +8.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 19%; cure magical, physical, mental) Primal Infusion (affinity 19%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (+21 for 12 turns, die at -913) heroism infusion of the duelist (+21 for 12 turns, die at -913)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 12 turns. While Heroism is active, you will only die when reaching -913 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+21 for 11 turns, die at -1009) heroism infusion of the duelist (+21 for 11 turns, die at -1009)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -1009 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 11 turns, die at -751) heroism infusion of the wizard (+19 for 11 turns, die at -751)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -751 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (988% speed; 7 turns) movement infusion of the sneak (988% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 988% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (683% speed; 5 turns) movement infusion of the sneak (683% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 736 over 5 turns) regeneration infusion of the psychic (heal 736 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 736 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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 26 power out of 60/60) : Effective talent level: 4.5 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 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 7 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. |
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 9 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. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Adolle the stralite dagger (138% power, 9 apr) Adolle the stralite dagger (138% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +9 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Changes stats: +2 Con Changes damage: +6% acid Critical mult.: +15.00% Physical save: +12 (+4 eff.) Sharp, short and deadly. |
Coalkiller (153% power, 6 apr) Coalkiller (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to inflict 15% damage reduction On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +4 temporal When wielded/worn: Armour penetration: +28 Physical crit. chance: +13.0% Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +15% physical Changes damage: +9% darkness / +15% physical Critical mult.: +16.00% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
Adilravena the Duskstar (157% power, 6 apr) Adilravena the Duskstar (157% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Fatigue: -8% Changes stats: +3 Wil / +7 Cun / +4 Con Changes resistances penetration: +26% blight Changes damage: +12% darkness Light radius: +3 Blunt and deadly. |
Issumnir (179% power, 6 apr) Issumnir (179% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 179% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Changes stats: +1 Cun / +1 Str Changes resistances: +3% darkness / +3% blight / +6% cold / +3% nature / +9% all Changes resistances penetration: +15% nature Grants telepathy: Demon/Minor Demon/Major One-handed war axes. |
Lisudhekira LisudhekiraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +5 Str / +3 Dex / +4 Wil / +6 Con Changes resistances: +15% fire / +14% cold Critical mult.: +11.00% Reduces incoming crit damage: 5.00% Mental save: +15 (+3 eff.) Maximum life: +68.00 Mindpower: +10 (+4 eff.) See invisible: +3 A belt that goes around your waist. |
pair of dwarven-steel boots 'Haryruistir' (0 def, 4 armour) pair of dwarven-steel boots 'Haryruistir' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +14% temporal / +3% light / +5% arcane / +12% acid Changes resistances penetration: +5% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Korobers the iron gauntlets (0 def, 1 armour) Korobers the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +5 Str / +3 Dex / +2 Wil / +5 Cun Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Glitterwitch the drakeskin leather cap (0 def, 5 armour) Glitterwitch the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +12 Str / +6 Wil Changes resistances: +15% acid / +15% physical / +13% lightning / +30% cold / +6% nature / +25% fire Changes resistances penetration: +29% light / +20% nature Changes damage: +9% nature / +9% light Physical save: +15 (+5 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 5.1 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1484.8 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
voratun helm 'Arosantir' (0 def, 5 armour) voratun helm 'Arosantir' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +3 Dex / +8 Wil / +11 Cun Changes resistances: +23% blight / +25% cold / +12% darkness Changes resistances penetration: +15% blight Allows you to breathe in: water Reduces incoming crit damage: 5.00% Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Mindpower: +11 (+4 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. 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. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 41, based on Cunning and Magic) for 10 turns, costing 42 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
369 alchemist agate 369 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
78 alchemist bloodstone 78 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 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% When used as an alchemist bomb: Life regen 10% of max life 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 170 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Atharion the Shalore Shadowblade level 35
4th Dusk 123rd year of Ascendancy at 17:42 see stats
By Atharion the Shalore Shadowblade level 50
73rd Haze 123rd year of Ascendancy at 23:15 see stats
By Atharion the Shalore Shadowblade level 34
2nd Dusk 123rd year of Ascendancy at 16:12 see stats
By Atharion the Shalore Shadowblade level 40
21st Dusk 123rd year of Ascendancy at 08:50 see stats
By Atharion the Shalore Shadowblade level 50
10th Allure 124th year of Ascendancy at 22:33 see stats
By Atharion the Shalore Shadowblade level 46
34th Haze 123rd year of Ascendancy at 10:21 see stats
By Atharion the Shalore Shadowblade level 38
15th Dusk 123rd year of Ascendancy at 11:33 see stats
By Atharion the Shalore Shadowblade level 6
8th Mirth 122nd year of Ascendancy at 02:45 see stats
By Atharion the Shalore Shadowblade level 37
12nd Dusk 123rd year of Ascendancy at 02:33 see stats
By Atharion the Shalore Shadowblade level 30
5th Flare 123rd year of Ascendancy at 14:39 see stats
By Atharion the Shalore Shadowblade level 21
26th Haze 122nd year of Ascendancy at 04:01 see stats
By Atharion the Shalore Shadowblade level 50
13rd Regrowth 124th year of Ascendancy at 23:41 see stats
By Atharion the Shalore Shadowblade level 33
10th Flare 123rd year of Ascendancy at 22:50 see stats
By Atharion the Shalore Shadowblade level 23
62nd Regrowth 123rd year of Ascendancy at 06:40 see stats
By Atharion the Shalore Shadowblade level 50
10th Allure 124th year of Ascendancy at 22:57 see stats
By Atharion the Shalore Shadowblade level 10
15th Dusk 122nd year of Ascendancy at 19:16 see stats
By Atharion the Shalore Shadowblade level 20
21st Haze 122nd year of Ascendancy at 08:06 see stats
By Atharion the Shalore Shadowblade level 30
3rd Summertide 123rd year of Ascendancy at 23:10 see stats
By Atharion the Shalore Shadowblade level 40
21st Dusk 123rd year of Ascendancy at 00:19 see stats
By Atharion the Shalore Shadowblade level 50
73rd Haze 123rd year of Ascendancy at 18:45 see stats
By Atharion the Shalore Shadowblade level 27
32nd Pyre 123rd year of Ascendancy at 02:35 see stats
By Atharion the Shalore Shadowblade level 50
2nd Wintertide 124th year of Ascendancy at 09:22 see stats
By Atharion the Shalore Shadowblade level 22
54th Haze 122nd year of Ascendancy at 16:58 see stats
By Atharion the Shalore Shadowblade level 27
3rd Pyre 123rd year of Ascendancy at 04:09 see stats
By Atharion the Shalore Shadowblade level 31
8th Flare 123rd year of Ascendancy at 01:35 see stats
By Atharion the Shalore Shadowblade level 25
1st Time of Balance 123rd year of Ascendancy at 12:17 see stats
By Atharion the Shalore Shadowblade level 37
12nd Dusk 123rd year of Ascendancy at 06:13 see stats
By Atharion the Shalore Shadowblade level 9
10th Flare 122nd year of Ascendancy at 23:21 see stats
By Atharion the Shalore Shadowblade level 48
60th Haze 123rd year of Ascendancy at 09:09 see stats
By Atharion the Shalore Shadowblade level 50
74th Haze 123rd year of Ascendancy at 03:02 see stats
By Atharion the Shalore Shadowblade level 9
9th Flare 122nd year of Ascendancy at 02:14 see stats
By Atharion the Shalore Shadowblade level 50
28th Regrowth 124th year of Ascendancy at 23:59 see stats
By Atharion the Shalore Shadowblade level 41
50th Dusk 123rd year of Ascendancy at 16:16 see stats
By Atharion the Shalore Shadowblade level 28
71st Pyre 123rd year of Ascendancy at 18:46 see stats
By Atharion the Shalore Shadowblade level 21
26th Haze 122nd year of Ascendancy at 04:36 see stats
By Atharion the Shalore Shadowblade level 15
52nd Dusk 122nd year of Ascendancy at 02:42 see stats
By Atharion the Shalore Shadowblade level 33
2nd Dusk 123rd year of Ascendancy at 07:00 see stats
Log
You gain 25.00 gold from the transmogrification of Prismvengeance the elven-silk cloak (3 def, 0 armour).
You gain 3.03 gold from the transmogrification of drakeskin leather belt of the giants.
You extract moonstone from thought-forged voratun waraxe of persecution (149% power, 6 apr)
You gain 20.00 gold from the transmogrification of moonstone.
You gain 16.80 gold from the transmogrification of stralite waraxe 'Muckwing' (151% power, 5 apr).
You gain 7.03 gold from the transmogrification of cruel dragonbone vilestaff of power (136% power, 6 apr, fire element).
You gain 7.24 gold from the transmogrification of blighted dragonbone vilestaff (136% power, 6 apr, blight element).
You gain 25.00 gold from the transmogrification of Kindlevault the dragonbone starstaff (136% power, 6 apr, temporal element).
You gain 25.00 gold from the transmogrification of Sparkscar (158% power, 6 apr).
You extract pearl from balanced voratun longsword of paradox (150% power, 6 apr)
You gain 20.00 gold from the transmogrification of pearl.
You gain 25.00 gold from the transmogrification of voratun greatmaul 'Glintedge' (197% power, 4 apr).
You extract pearl from slime-covered voratun greatmaul of erosion (181% power, 4 apr)
You gain 20.00 gold from the transmogrification of pearl.
You extract bloodstone from voratun dagger of massacre (157% power, 9 apr)
You gain 20.00 gold from the transmogrification of bloodstone.
You extract moonstone from balanced voratun dagger of massacre (160% power, 9 apr)
You gain 20.00 gold from the transmogrification of moonstone.
You gain 2.50 gold from the transmogrification of acid wave rune of the sneak (316 acid damage; disarm 5 turns with power 62).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 30%; cure physical).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Atharion deactivates Shadow Feed.
Atharion deactivates Stealth.
Atharion deactivates Essence of Speed.
Atharion deactivates Trained Reactions.
Atharion deactivates Elemental Harmony.
Atharion deactivates Precise Strikes.