














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 452% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 114 (base 66) |
| Constitution | 83 (base 26) |
| Magic | 29 (base 10) |
| Willpower | 85 (base 60) |
| Cunning | 146 (base 62) |
Resources
| Life | 1649/1649 |
| Psi | 165/165 |
| Stamina | 345/354 |
| Equilibrium | 0 |
| Healing Factor | 1.6694495154347 |
| Regeneration | 97.750263967499 |
Speed
| Mental | +46.205122053262% |
| Attack | 0% |
| Movement | +50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 19 |
| See Stealth | 139.22760298895 |
| See Invisible | 164.22760298895 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 87 |
| Crit Chance | 64% |
| APR | 58 |
| Speed | 0.68 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 87 |
| Crit Chance | 64% |
| APR | 58 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 63% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +16% |
| Arcane | +139% |
| Cold | +31% |
| All | +10% |
| Lightning | +37% |
| Light | +43% |
| Temporal | +33% |
| Physical | +18% |
| Darkness | +35% |
| Fire | +45% |
| Mind | +25% |
Offense: Damage Penetration
| Acid | +55% |
| Light | +65% |
| Cold | +70% |
| Blight | +85% |
| Arcane | +164% |
| Fire | +60% |
| All | +45% |
Defense: Base
| Armour (hardiness) | 33 (81.376569037657%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 44 |
| Mental Save | 50 |
Defense: Resistances
| Blight | + 35%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 19%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
| Knockback Resistance | 0% |
| Stun Resistance | 0% |
| Poison Resistance | 30% |
| Blind Resistance | 84% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 12 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 358 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1069% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 2.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Blade Flurry |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Skate |
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
| beneficial effect | Increases defense by 28. Mobile Defense |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 30, accuracy by 44, and all damage penetration by 30%. Expose Weakness |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 38.6 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
| beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 97 - 135 Accuracy: 103 (knife) APR: 51 Crit Chance: +61% Crit mult: 224% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 63% chance to deflect up to 27 damage from the next 3.3 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 |
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 Ungolë 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 Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Nerokira the vampire lord. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Glorynn the cave troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 2326. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 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 | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 25 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Chalohek the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% temporal / +15% light / +10% cold Changes damage: +12% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 17.75% Mental save: +15 (+5 eff.) Blindness immunity: +44% Confusion immunity: +30% Stamina each turn: +3.55 Only die when reaching: -20.00 life Light radius: +11 Infravision radius: +5 See stealth: +39 See invisible: +58 Defense after a teleport: +17 Resist all after a teleport: +19% New effects duration reduction after a teleport: +22% It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 6.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 71 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Radhovor the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 acid / 2 blight Changes stats: +6 Cun / +5 Wil Changes resistances: +30% light Changes resistances penetration: +10% acid Changes damage: +15% acid / +20% light / +15% lightning / +15% cold / +12% arcane / +15% fire Spell save: +9 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.37 Spell crit. chance: +4% Mindpower: +6 (+1 eff.) Infravision radius: +9 See stealth: +25 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 10.12 light damage and 9.56 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | stone warden's voratun gauntlets of sorrow (0 def, 20 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +20 Armour Hardiness: +11% Fatigue: +5% Effects on melee hit: * 18% chance to reduce all saves and defense by 38 Damage (Melee): 26 mind / 28 darkness Changes stats: +13 Con Changes resistances: +8% physical Mental save: -10 (-4 eff.) Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Reproach (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tempestzeal [power 370] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +18% lightning Changes resistances penetration: +15% blight / +25% arcane Changes damage: +12% lightning / +24% arcane It can be used to blast the opponent's mind dealing 462 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Liselrakira'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +9 Cun Changes resistances penetration: +29% arcane Changes damage: +27% arcane / +15% mind Spell save: +21 (+7 eff.) Blindness immunity: +40% Infravision radius: +5 See stealth: +15 See invisible: +21 Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 38 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 38 Damage (Ranged): 26 physical Damage when hit (Melee): 4 darkness Changes stats: +17 Cun / +7 Wil Changes resistances: +15% blight / +6% darkness / +12% nature / +9% light Changes damage: +6% arcane / +6% darkness Poison immunity: +30% Disease immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | GunymasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -30% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +30 Dex / +6 Mag / +27 Cun / +30 Con Changes resistances: +9% blight Changes damage: +7% darkness / +23% temporal / +8% light / +8% physical Life regen: +15.00 Stamina each turn: +4.50 Maximum life: +118.32 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Movement speed: +30% Healing mod.: +24% Amulets can have magical properties. |
| In main hand | voratun dagger 'Polynne' (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Damage (Melee): +24 temporal Damage (radius 1) on hit: +18 fire When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Defense: +33 (+7 eff.) Changes resistances: +6% arcane Changes resistances penetration: +15% arcane / +15% all Disarm immunity: +50% Life regen: +4.73 Sharp, short and deadly. |
| Around waist | Emelrama the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag Changes resistances: +5% arcane Changes damage: +30% arcane Mana each turn: +0.35 Maximum mana: +36.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Rimeterror the voratun dagger (149% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +12 cold When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +6 Dex / +13 Wil / +13 Con Changes resistances penetration: +25% arcane / +25% cold Changes damage: +6% cold Maximum life: +110.00 Combat speed: +10% Sharp, short and deadly. |
| Cloak | Starquarry the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +9% light Changes resistances penetration: +25% blight / +10% light / +25% arcane Changes damage: +30% arcane / +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 6 power out of 16/16) : Effective talent level: 4.4 Power cost: 6 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 156.78 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the duelist (res 39%; mental; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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 nature talent. |
wild infusion of the sneak (res 44%; magical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the warrior (res 22%; mental, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 5 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. |
Cyrilemina the gold ring =str6=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +6 Str / +4 Wil / +2 Con Changes damage: +3% mind Critical mult.: +20.00% Disarm immunity: +35% Pinning immunity: +29% Knockback immunity: +37% Maximum life: +26.00 Mental crit. chance: +2% Rings can have magical properties. |
Dairizor the ShinenullInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 18% chance to reduce all saves and defense by 38 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 38 Damage (Ranged): 35 physical Changes stats: +10 Cun / +8 Con Changes resistances: +6% lightning / +9% light / +19% mind / +12% nature Changes resistances penetration: +5% lightning Changes damage: +19% mind / +6% light Maximum encumbrance: +40 Physical save: +16 (+8 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 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. |
Kindlezeal the steel ring =mag8=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Mag Changes resistances penetration: +25% light Changes damage: +12% arcane Disarm immunity: +32% Pinning immunity: +31% Knockback immunity: +29% Mana when firing critical spell: +2.00 Maximum life: +23.00 Spellpower: +30 (+10 eff.) Rings can have magical properties. |
Emudhena (153% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 154% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 physical Damage (radius 2) on crit: +39 lightning / +38 cold / +12 physical When wielded/worn: Armour penetration: +12 Physical crit. chance: +28.0% Changes stats: +3 Con Changes resistances penetration: +25% lightning / +25% cold Critical mult.: +35.00% Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Movement speed: +36% Sharp, short and deadly. |
Healslicer (162% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 nature Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +4 Changes stats: +14 Con / +12 Wil Changes resistances: +9% lightning / +9% blight Changes damage: +12% acid Spell save: +3 (+1 eff.) Disarm immunity: +20% Maximum life: +90.00 Sharp, short and deadly. |
Pyrevault the voratun dagger (165% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 166% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +11 nature Damage (radius 2) on crit: +12 fire When wielded/worn: Changes stats: +13 Str / +11 Dex / +10 Mag / +11 Wil / +11 Cun / +10 Con Changes resistances penetration: +5% fire Changes damage: +3% fire Critical mult.: +15.00% Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Sharp, short and deadly. |
Quenchhunt (150% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 nature / +20 darkness Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +45 acid / +30 nature Damage against: +20% Living When wielded/worn: Armour penetration: +14 Physical power: +13 (+6 eff.) Changes stats: +5 Dex / +2 Cun / +7 Con Changes resistances penetration: +24% acid / +13% physical / +24% nature Spell save: +6 (+2 eff.) Disarm immunity: +29% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+7 eff.) Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Acid Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 disarming acid When wielded/worn: Changes stats: +1 Str / +3 Dex / +3 Mag / +1 Wil / +3 Cun / +1 Con Changes damage: +4% acid Agate: Acid It can be used to imbue the hammer with a gem of your choice Activation costs 5 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spellblade (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) 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 (+8 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. |
Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 30 power out of 60/60) : Effective talent level: 1.0 Power cost: 30 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 51 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
dragonbone magestaff 'Betobeth' (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 31% Changes resistances: +13% temporal / +13% darkness / +15% cold Changes resistances penetration: +10% arcane Changes damage: +12% acid / +30% cold / +15% arcane Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.30 Mana when firing critical spell: +2.04 Maximum mana: +67.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +24 Resist all after a teleport: +16% New effects duration reduction after a teleport: +13% Staves designed for wielders of magic, by the greats of the art. |
noble's drakeskin leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +11% blight Damage against: +21% Summoned Reduced damage from: +24% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Unlightwasp' (2 def, 0 armour) =str7=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +30 (+11 eff.) Defense: +2 (+0 eff.) Damage when hit (Melee): 6 darkness Changes stats: +7 Str / +6 Dex / +3 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 115 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 12 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Betuyarin the Flamereek (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 fire Damage when hit (Melee): 10 acid / 4 fire Changes resistances: +5% arcane / +39% fire Changes resistances penetration: +26% arcane / +10% fire Changes damage: +31% arcane / +11% fire When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +14 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Puretyphoon the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Dex Changes resistances: +5% arcane / +6% nature Changes damage: +30% arcane / +30% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorythra (0 def, 7 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +2 Str Changes resistances: +3% acid / +7% cold / +5% arcane / +1% physical Changes damage: +9% physical Allows you to breathe in: water Physical save: +12 (+6 eff.) A cap made of leather. |
psion's elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +6 Con Changes resistances: +10% mind Changes damage: +13% mind / +13% arcane Physical save: +11 (+6 eff.) Mental save: +18 (+6 eff.) Maximum psi: +23.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 5.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
warlord's dwarven-steel helm of the bounder (0 def, 4 armour) =str12=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +12 Str / +7 Dex / +5 Wil Changes resistances: +10% physical Physical save: +7 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 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 63.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1407 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Falafang the Abysstaint (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +9 (+4 eff.) Changes stats: +3 Str / +5 Dex Changes resistances: +9% darkness / +16% fire Changes resistances penetration: +22% physical Only die when reaching: -20.00 life Maximum stamina: +30.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Kilnpunish' (dig speed 7 turns) =str13=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +19.0% Physical power: +10 (+5 eff.) Armour: +6 Changes stats: +13 Str / +2 Dex / +10 Wil Changes resistances: +9% darkness / +10% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +3 (+2 eff.) Mental crit. chance: +13% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 40 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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. |
63 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. |
2 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. |
3 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. |
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. |
4 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 519.10 fire damage (based on Magic) Activation costs 25 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (2/2)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 15 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 101 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 347.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 13 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 5 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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 Activation costs 15 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. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Yilder the Halfling Rogue level 36
30th Regrowth 123rd year of Ascendancy at 00:29 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Yilder the Halfling Rogue level 36
28th Regrowth 123rd year of Ascendancy at 10:17 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Yilder the Halfling Rogue level 49
10th Mirth 123rd year of Ascendancy at 07:37 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Yilder the Halfling Rogue level 46
37th Pyre 123rd year of Ascendancy at 08:53 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Yilder the Halfling Rogue level 39
47th Regrowth 123rd year of Ascendancy at 13:44 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yilder the Halfling Rogue level 27
63rd Haze 122nd year of Ascendancy at 09:17 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Yilder the Halfling Rogue level 38
43rd Regrowth 123rd year of Ascendancy at 09:51 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Yilder the Halfling Rogue level 31
14th Regrowth 123rd year of Ascendancy at 09:03 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Yilder the Halfling Rogue level 30
8th Allure 123rd year of Ascendancy at 17:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Yilder the Halfling Rogue level 23
33rd Haze 122nd year of Ascendancy at 11:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yilder the Halfling Rogue level 26
50th Haze 122nd year of Ascendancy at 05:29 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yilder the Halfling Rogue level 30
2nd Wintertide 123rd year of Ascendancy at 12:41 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Yilder the Halfling Rogue level 50
16th Dusk 123rd year of Ascendancy at 13:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yilder the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 04:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yilder the Halfling Rogue level 20
32nd Dusk 122nd year of Ascendancy at 12:19 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Yilder the Halfling Rogue level 30
2nd Wintertide 123rd year of Ascendancy at 08:59 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Yilder the Halfling Rogue level 40
50th Regrowth 123rd year of Ascendancy at 22:34 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Yilder the Halfling Rogue level 50
8th Flare 123rd year of Ascendancy at 19:15 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Yilder the Halfling Rogue level 43
10th Pyre 123rd year of Ascendancy at 15:03 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Yilder the Halfling Rogue level 50
17th Dusk 123rd year of Ascendancy at 04:12 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yilder the Halfling Rogue level 22
72nd Dusk 122nd year of Ascendancy at 19:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Yilder the Halfling Rogue level 42
7th Pyre 123rd year of Ascendancy at 12:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yilder the Halfling Rogue level 26
57th Haze 122nd year of Ascendancy at 11:20 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Yilder the Halfling Rogue level 39
43rd Regrowth 123rd year of Ascendancy at 13:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Yilder the Halfling Rogue level 24
48th Haze 122nd year of Ascendancy at 08:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yilder the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 20:40 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Yilder the Halfling Rogue level 22
75th Dusk 122nd year of Ascendancy at 19:34 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Yilder the Halfling Rogue level 43
10th Pyre 123rd year of Ascendancy at 15:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yilder the Halfling Rogue level 12
2nd Summertide 122nd year of Ascendancy at 01:22 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Yilder the Halfling Rogue level 41
71st Regrowth 123rd year of Ascendancy at 20:08 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Yilder the Halfling Rogue level 22
74th Dusk 122nd year of Ascendancy at 18:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Yilder the Halfling Rogue level 23
33rd Haze 122nd year of Ascendancy at 21:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yilder the Halfling Rogue level 17
18th Dusk 122nd year of Ascendancy at 00:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Yilder the Halfling Rogue level 35
26th Regrowth 123rd year of Ascendancy at 14:21 see stats
Log
Yilder performs a melee critical strike against Training Dummy!
Yilder has garroted Training Dummy!
Yilder deactivates Stealth.
Yilder performs a melee critical strike against Training Dummy!
Training Dummy's is vulnerable to attacks and effects!
Training Dummy is magically poisoned!
Training Dummy is poisoned!
Yilder performs a melee critical strike against Training Dummy!
Yilder is focusing on penetrating defenses.
Yilder hits Training Dummy for 10 cold damage.
Yilder hits Training Dummy for 111 physical, 22 darkness, 28 fire, 24 physical, 19 mind, 14 light, 171 physical, 18 temporal, 22 darkness, 28 fire, 24 physical, 19 mind, 14 light, 17 fire, 177 physical, 7 nature, 25 darkness, 31 fire, 27 physical, 21 mind, 16 light, 12 cold (847 total damage).
Garrote from Yilder strangles Training Dummy!
Garrote from Yilder performs a melee critical strike against Training Dummy!
Garrote from Yilder hits Training Dummy for 60 physical, 29 darkness, 37 fire, 32 physical, 25 mind, 18 light (202 total damage).
Yilder receives 62 healing from Deadly Poison from Yilder.
Deadly Poison from Yilder hits Training Dummy for 61 nature damage.
Vulnerability Poison from Yilder hits Training Dummy for 59 arcane damage.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Yilder deactivates Blade Flurry.
Yilder deactivates Volatile Poison.
Yilder deactivates Trained Reactions.
Yilder deactivates Skate.
Yilder deactivates Quickdraw.
Yilder deactivates Leeching Poison.
Yilder is no longer focused on penetrating defenses.
Yilder deactivates Apply Poison.























































































































