










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 40 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Belibeth the elven cultist at level 25 on the 4th Iron 123rd year of Ascendancy at 18:13 0 / 7Killed by Urogo the wretchling at level 25 on the 5th Iron 123rd year of Ascendancy at 13:15 Killed by Islawyn the mean looking elven guard at level 25 on the 5th Iron 123rd year of Ascendancy at 14:14 Killed by Mayinn the gaeramarth at level 28 on the 8th Steel 123rd year of Ascendancy at 20:58 Killed by ghast at level 33 on the 3rd Stralite 123rd year of Ascendancy at 00:11 Killed by lava floor at level 35 on the 9th Stralite 123rd year of Ascendancy at 07:27 Killed by Risen Ghoul at level 36 on the 12nd Stralite 123rd year of Ascendancy at 07:15 |
Primary Stats
| Strength | 70 (base 59) |
| Dexterity | 15 (base 10) |
| Constitution | 60 (base 43) |
| Magic | 82 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 1551/1551 |
| Insanity | 0/100 |
| Healing Factor | 1.0300507772247 |
| Regeneration | 8.4979189121035 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 24.54677130326 |
| See Invisible | 25.54677130326 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 166 |
| Accuracy | 58 |
| Crit Chance | 13% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +43% |
| Lightning | +6% |
| Nature | +12% |
| Temporal | +38% |
| Blight | +15% |
| Physical | +39% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Darkness | +67% |
| Lightning | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 58 (98.568973732692%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 7 |
| Physical Save | 63 |
| Spell Save | 48 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Physical | + 38%( 70%) |
| Cold | + 57%( 70%) |
| All | + 37%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 49%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 69%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 85% |
| Confusion Resistance | 22% |
| Blind Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -633 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 633 life, 6 duration) 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 126 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. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by poison gas trap. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Mayuta the ghoul. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by cold drake hatchling. Escort: temporal explorer (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 Shax 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 379. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. * You've found the needed vial of fire wyrm saliva. | 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 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 |
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 | Filthvenom (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +9 (+3 eff.) Damage +6% lightning, +12% nature Ignore resists +10% nature When Hit 10 nature On-Hit (Melee): * 20% chance to slow global speed by 37% defense ------ Armor +4 Fatigue +3% Resistance +20% nature, +6% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Urthidas1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Accuracy +25 (+7 eff.) Ignore Armor +4 defense ------ Armor +4 Defense +10 (+5 eff.) Resistance +2% physical Life +64.00 other ------- Stamina/turn +3.00 Light +4 Infravision +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Thunderserpent' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +3, Dex +2, Mag +2, Con +8 offense ------ Damage +9% mind Ignore resists +10% lightning defense ------ Armor +4 Fatigue +4% Resistance +14% light, +16% darkness +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of clairvoyance 'Samiroddandil' [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% physical defense ------ Unlife -60.00 life Life Regen +4.00 Blind Resist +10% Reveal the area around you, dispelling darkness (radius 9, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Duskwill0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Dex +5 offense ------ Ignore resists +25% darkness Accuracy +10 (+3 eff.) When Hit 4 acid On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +21% acid, +9% fire, +15% cold Rings make your fingers look great! |
| On fingers | conjurer's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats Mag +4, Wil +5 offense ------ Spellpower +6 (+2 eff.) defense ------ Blind Resist +26% other ------- Infravision +4 See Stealth +8 See Invisibility +9 Rings make your fingers look great! |
| Around waist | Lisyda the Duathelwind1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +4, Wil +2 offense ------ Ignore resists +25% darkness defense ------ Resistance +13% acid, +7% fire +8% lightning, +17% cold Life Regen +4.00 A belt that goes around your waist. |
| In main hand | Blade of Distorted Time (150% power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.4x Uses 70% Mag, 90% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 102 temporal damage and slows enemies in radius 6 of the target by 112% based on Magic While equipped: offense ------ Damage +30% temporal, +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 10 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats Con +6 defense ------ Armor +32 Hardiness +10% Defense +20 (+9 eff.) Resistance +25% darkness, +25% fire Physical save +40 (+10 eff.) Life +100.00 Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | shadow cashmere cloak of fog (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +5% darkness Ignore resists +7% darkness defense ------ Defense +8 (+4 eff.) Resistance +10% fire, +13% light +15% darkness Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Duskschism0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind, +15% darkness On-Hit (Melee): * 20% chance to slow global speed by 37% * 10% chance to reduce damage dealt by 11% defense ------ Resistance +13% mind, +6% nature Mind save +6 (+2 eff.) Confus Resist +22% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 193; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 204; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 772%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 317.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 20; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 262; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
clarifying copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats Mag +3 defense ------ Resistance +13% mind Confus Resist +23% Amulets make your neck look great! |
grounding gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +16% lightning Blind Resist +16% Stun Resist +34% other ------- Infravision +7 Sight +2 See Invisibility +7 Amulets make your neck look great! |
insulating copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats Mag +2 defense ------ Resistance +11% fire, +12% cold Amulets make your neck look great! |
copper ring 'Blastcutter'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Str +5, Cun +3 offense ------ Ignore resists +5% mind defense ------ Armor +4 Resistance +3% lightning other ------- Light +1 See Invisibility +3 Rings make your fingers look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Con +2 defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
Everpyre Blade (147% power, 10 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Fire Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats Str +7, Wil +7 offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature, +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
elemental stralite longsword of evisceration (140% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 98 acid damage (1/turn) On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+2 eff.) Damage +7% acid Ignore resists +14% acid Sharp, long, and deadly. |
Neratta (134% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats Dex +3 offense ------ Physical Crit +11.0% Critical power +19.00% Physical Power +20 (+4 eff.) Ignore Armor +13 defense ------ Resistance +4% physical Physical save +6 (+2 eff.) other ------- Max stamina +20.00 Blunt and deadly. |
acidic stralite mace of ruin (144% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Physical Crit +9.0% Critical power +21.00% Ignore Armor +6 Blunt and deadly. |
Harudir the elven-wood starstaff (129% power, 5 apr, temporal element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +5 offense ------ Physical Crit +9.0% Spell Crit +7% Critical power +31.00% Physical Power +9 (+2 eff.) Spellpower +32 (+9 eff.) On-Hit 27 fire Damage +25% temporal Accuracy +28 (+8 eff.) Ignore Armor +2 defense ------ Resistance +1% physical Physical save +9 (+3 eff.) Unlife -20.00 life Life Regen +1.30 Healmod +22% other ------- See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew starstaff of greater warding (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +5 (+1 eff.) Spellpower +16 (+5 eff.) Damage +20% light Accuracy +8 (+3 eff.) defense ------ Armor +8 Defense +8 (+4 eff.) other ------- Wards +3 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew vilestaff of might (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +12% Physical Power +7 (+1 eff.) Spellpower +16 (+5 eff.) Damage +20% darkness Accuracy +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blazefurnace the hardened leather gloves (0 def, 12 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Con +8 offense ------ When Hit 4 lightning defense ------ Armor +12 Hardiness +8% Resistance +9% darkness, +7% physical Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life Healmod +20% Knockbk Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats Str +4, Dex +4, Cun +3 offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +12% Critical power +9.00% defense ------ Armor +3 Physical save +10 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Chalarain' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Dex +6, Con +4 offense ------ Physical Power +25 (+5 eff.) On-Hit 7 darkness Damage +6% darkness, +6% arcane defense ------ Armor +2 Resistance +8% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Zystir' (0 def, 9 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 6 mind Damage +4% mind Ignore resists +15% mind defense ------ Armor +9 Fatigue +1% Resistance +6% mind Spell save +12 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Hate-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Muckhunt' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Dex +5, Mag +7, Wil +9, Cun +2 offense ------ Critical power +5.00% Spellpower +14 (+4 eff.) Mindpower +30 (+16 eff.) On-Hit 15 arcane Damage +7% arcane Ignore resists +5% nature Accuracy +32 (+9 eff.) When Hit 6 mind, 2 nature defense ------ Armor +3 Fatigue +5% Resistance +8% darkness, +7% arcane other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Emyldata the Naturequarry (0 def, 10 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +7, Dex +7 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Armor +10 Fatigue +4% Resistance +6% blight Crit Resistance 15.00% Spell save +9 (+3 eff.) Life +40.00 Life Regen +4.00 Disarm Resist +10% Teleport Resist +10% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 281.1 Physical damage. If the attack hits, the target is confused (28% 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. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Con +3 defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
prismatic rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold, +11% light +12% darkness other ------- Breathe water A cap made of leather. |
Mogrim the Woebore (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Rare] Nature While equipped: offense ------ Spellpower +20 (+6 eff.) Damage +12% cold, +12% arcane +6% darkness defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +5% arcane Life +52.00 Life Regen +9.00 Healmod +18% Cut Resist +20% A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats Con +5 defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid, +15% physical Crit Avoidance 20% Physical save +15 (+4 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
397 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beleritta the iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2, Mag +5, Wil +2, Cun +1 Con +4 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 120.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 120.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Deepsrock [power 194] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +12% acid, +3% temporal +18% darkness, +12% fire +6% cold Sting an enemy dealing 217 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Ebonybrand the ash totem of healing [power 176] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Str +4, Mag +4 defense ------ Resistance +6% darkness Crit Resistance 10.00% other ------- Infravision +3 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Danka the Dwarf Writhing One level 38
37th Stralite 123rd year of Ascendancy at 07:26 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Danka the Dwarf Writhing One level 37
13rd Stralite 123rd year of Ascendancy at 02:31 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Danka the Dwarf Writhing One level 32
7th Gold 123rd year of Ascendancy at 21:24 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Danka the Dwarf Writhing One level 40
45th Stralite 123rd year of Ascendancy at 16:53 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Danka the Dwarf Writhing One level 7
2nd Wealth 122nd year of Ascendancy at 02:47 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Danka the Dwarf Writhing One level 39
42nd Stralite 123rd year of Ascendancy at 04:50 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Danka the Dwarf Writhing One level 29
18th Steel 123rd year of Ascendancy at 02:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Danka the Dwarf Writhing One level 20
3rd Shortage 122nd year of Ascendancy at 12:06 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Danka the Dwarf Writhing One level 32
29th Steel 123rd year of Ascendancy at 01:46 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Danka the Dwarf Writhing One level 31
27th Steel 123rd year of Ascendancy at 18:05 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Danka the Dwarf Writhing One level 25
28th Shortage 122nd year of Ascendancy at 22:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Danka the Dwarf Writhing One level 10
18th Dearth 122nd year of Ascendancy at 18:33 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Danka the Dwarf Writhing One level 20
2nd Shortage 122nd year of Ascendancy at 16:49 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Danka the Dwarf Writhing One level 30
18th Steel 123rd year of Ascendancy at 17:51 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Danka the Dwarf Writhing One level 40
42nd Stralite 123rd year of Ascendancy at 13:30 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Danka the Dwarf Writhing One level 32
4th Gold 123rd year of Ascendancy at 11:41 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Danka the Dwarf Writhing One level 37
24th Stralite 123rd year of Ascendancy at 10:31 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Danka the Dwarf Writhing One level 26
7th Iron 123rd year of Ascendancy at 17:14 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Danka the Dwarf Writhing One level 30
18th Steel 123rd year of Ascendancy at 19:16 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Danka the Dwarf Writhing One level 23
25th Shortage 122nd year of Ascendancy at 15:39 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Danka the Dwarf Writhing One level 39
42nd Stralite 123rd year of Ascendancy at 06:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Danka the Dwarf Writhing One level 23
25th Shortage 122nd year of Ascendancy at 07:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Danka the Dwarf Writhing One level 6
19th Voratun 122nd year of Ascendancy at 11:14 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Danka the Dwarf Writhing One level 7
28th Wealth 122nd year of Ascendancy at 17:07 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Danka the Dwarf Writhing One level 32
8th Gold 123rd year of Ascendancy at 22:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Danka the Dwarf Writhing One level 26
6th Iron 123rd year of Ascendancy at 14:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Danka the Dwarf Writhing One level 20
3rd Shortage 122nd year of Ascendancy at 03:40 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Danka the Dwarf Writhing One level 36
12nd Stralite 123rd year of Ascendancy at 07:01 see stats
Log
You gain 0.67 gold from the transmogrification of manasurge rune (regen 1137% over 10 turns; mana 57; cd 12).
You gain 1.96 gold from the transmogrification of blink rune (range 5; phase 19; cd 11).
You gain 1.91 gold from the transmogrification of blink rune (range 5; phase 18; cd 20).
You gain 1.40 gold from the transmogrification of regeneration infusion (heal 301; 16 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 450%; cd 16).
You gain 0.65 gold from the transmogrification of healing infusion (heal 50; cd 13).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 44th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Ran for 4 turns (stop reason: didn't move).
Danka no longer seems to be in sync with his ally.
Today is the 45th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:48.
Saving done.
There is a Gates of Morning (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Danka links closer to his ally!
Ran for 4 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Brave new world (Nightmare (Adventure) difficulty)!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)


















































































































