











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Ashes of Urh'Rok 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 31 / 22% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 2nd Gold 123rd year of Ascendancy at 17:37 0 / 8Killed by Grand Corruptor at level 21 on the 23rd Dearth 123rd year of Ascendancy at 01:31 Killed by skeleton magus at level 23 on the 30th Dearth 123rd year of Ascendancy at 22:04 Killed by elven cultist at level 26 on the 40th Dearth 123rd year of Ascendancy at 03:31 Killed by Shasshhiy'Kaish at level 27 on the 6th Loss 123rd year of Ascendancy at 22:32 Killed by Grgglck's Tentacle at level 30 on the 15th Wealth 124th year of Ascendancy at 04:31 Killed by orc necromancer at level 31 on the 27th Shortage 124th year of Ascendancy at 12:27 Killed by skeleton mage at level 31 on the 27th Shortage 124th year of Ascendancy at 12:34 |
Primary Stats
| Strength | 73 (base 47) |
| Dexterity | 54 (base 37) |
| Constitution | 53 (base 29) |
| Magic | 10 (base 12) |
| Willpower | 36 (base 21) |
| Cunning | 21 (base 19) |
Resources
| Life | -48/1138 |
| Stamina | 305/305 |
| Healing Factor | 1.5892376681614 |
| Regeneration | 15.806800145861 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 54 |
| Crit Chance | 21% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +12% |
| Cold | +17% |
| Blight | +5% |
| Physical | +10% |
| Mind | +15% |
| All | +2% |
Offense: Damage Penetration
| Blight | +35% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 96.647289521005 (88.454810495627%) |
| Defense | 35 |
| Ranged Defense | 39 |
| Fatigue | 46 |
| Physical Save | 51 |
| Spell Save | 47 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 38%( 70%) |
| Cold | + 58%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 5% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 17) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any undead around. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 64.97 fire damage per turn. Burning |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 26 armour. Stoneskin |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by Bulwark the Dwarf. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Bulwark the Dwarf. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by elder vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed faerlhing fang. * You've found the needed vampire lord fang. 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 length of troll intestine. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
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* Rak'shor Pride, in the west of the southern desert. * 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Xanara the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +7 Str +9 Dex +5 Con +23 Lck dps ---------- Dmg.mod +8% physical ----- def ----- Armour +5 Fatigue +5% Resists +6% light +3% acid Stealth +18 Disease- +30% Cut- +5% ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 2/25. Range 5 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 49.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.89 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. |
| On head | Lightningonslaught the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +2 Dex +5 Con dps ---------- Melee Ret 12 lightning 7 physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 276.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 7/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 229.55 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | dwarven-steel pickaxe 'Umbrawaker' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% blight Res.pen +10% darkness +25% blight Melee Ret 4 blight 20 darkness On Hit (Melee): * 10% chance to disease ----- def ----- Resists +9% blight Max.HP +29.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.84 cold and 13.96 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 6/60 This azure ring seems to be always moist to the touch. |
| On fingers | Hanabar the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Dmg.mod +13% mind Acc +6 (+2 eff.) ----- def ----- Armour +12 Resists +13% mind Phys.save +12 (+4 eff.) Rings can have magical properties. |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
| In main hand | stralite waraxe 'Fogvein' (142% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 143% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +18 blight On Crit.r2 +4 darkness On Hit: * 10% chance to inflict 15% damage reduction * 17% chance to disease * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target While equipped: ----- def ----- Resists +9% darkness +3% light One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | corrosive dwarven-steel shield (8 def, 2 armour, 100% power, 79 block)7.0 T3 shield armor [Ego+] Arcane When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +79 Melee+ +12 acid While equipped: Stats +3 Con dps ---------- On Melee Ret: * 13% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +13% acid ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | Brodugantir the cashmere cloak (11 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +10% blight Apr +4 ----- def ----- Armour +6 Defense +11 (+5 eff.) Phys.save +10 (+3 eff.) HP.reg +0.80 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable stralite plate armour of the deep (7 def, 24 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +24 Defense +7 (+3 eff.) Fatigue +26% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 110)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 110 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the titan (rad 6; power 48; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 5; power 55; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 55) for 5 turns. 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 ability. |
wild infusion of the warrior (resist 17%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 15%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
phase door rune (range 6; power 16; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 150 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 299.88 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 ability. |
Sealed Scroll of Last Hope =SaveMe=0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
The Black Core =SaveMe=0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+6 eff.) Confus- +21% Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 1 power out of 1/1 "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? |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
mule's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -6% Resists +24% lightning ---------- misc Max.enc +25 Rings can have magical properties. |
psionicist's gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +8 (+4 eff.) Rings can have magical properties. |
titan's gold ring of misery0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +1 Cun +4 Con dps ---------- Melee+ 8 bleed Ranged+ 9 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
Bloodcaller =SaveMe=0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
sneakthief's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Max.HP +36.00 Disarm- +28% Pinning- +20% Knockbk- +27% Rings can have magical properties. |
stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 5 bleed Ranged+ 11 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Filthvortex the steel longsword (112% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 cold On Hit: * Slows global speed by 40% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 4 nature Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of evisceration (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 blight On Hit: 10% Epidemic 3 On Hit: * 8% chance to disease On Crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) ----- def ----- Disease- +19% Sharp, long, and deadly. |
Mucusvice (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +32 insidious poison While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% nature Melee Ret 12 nature 16 acid ----- def ----- Resists +6% nature +15% acid Blunt and deadly. |
Goredor (145% power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Master/Psionic Power 146% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 darkness Against +8% Living While equipped: dps ---------- Phys.crit +9.0% Crit.mult +15.00% Phys.pwr +2 (+1 eff.) Res.pen +9% physical Acc +9 (+3 eff.) Apr +16 ----- def ----- Resists +2% physical Phys.save +20 (+7 eff.) ---------- misc Max.stam +15.00 Blunt and deadly. |
dwarven-steel waraxe 'Pyrethorn' (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +27 insidious poison On Hit.r1 +16 mind On Crit.r2 +8 fire While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% fire Melee Ret 16 fire ----- def ----- Resists +9% mind +6% fire One-handed war axes. |
dwarven-steel waraxe 'Starblow' (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 light On Hit.r1 +8 light +12 acid On Hit: * 20% chance to blind * 40% chance to corrode armour by 30% While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +8% physical On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to blind ----- def ----- Disarm- +19% One-handed war axes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.62 to 43.86 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Balifang the pouch of steel shots (23/23, 125% power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 23 Ranged+ +12 insidious poison +8 mind On Crit.r2 +24 mind Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
pouch of stralite shots of amnesia (20/20, 154% power, 5 apr)3.0 T4 shot ammo [Ego+] Psionic Power 154% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Black Mesh (8 def, 2 armour, 100% power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 10%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Bekhad the Glitterdash (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +15% light Res.pen +5% acid Melee Ret 4 light ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+6 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 23.52 fire and 23.10 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Cun 25 [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
160 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 158 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial =SaveMe=1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Orb of Many Ways =NeverDrop=1.0 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 Orb =NeverDrop=1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest =NeverDrop=2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) =NeverDrop=2.0 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. |
ash totem of cure ailments 'Islylaith' [power 2] (10 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 equilibrium. 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 31] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bulwark the Dwarf the Dwarf Bulwark level 26
41st Dearth 123rd year of Ascendancy at 12:13 see stats
Against all odds
Killed Ukruk in the ambush.By Bulwark the Dwarf the Dwarf Bulwark level 26
39th Dearth 123rd year of Ascendancy at 12:36 see stats
Brave new world
Went to the Far East and took part in the war.By Bulwark the Dwarf the Dwarf Bulwark level 31
26th Loss 124th year of Ascendancy at 09:48 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bulwark the Dwarf the Dwarf Bulwark level 17
7th Stralite 123rd year of Ascendancy at 09:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bulwark the Dwarf the Dwarf Bulwark level 11
4th Iron 123rd year of Ascendancy at 11:51 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Bulwark the Dwarf the Dwarf Bulwark level 28
12nd Loss 123rd year of Ascendancy at 11:01 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Bulwark the Dwarf the Dwarf Bulwark level 18
18th Stralite 123rd year of Ascendancy at 20:57 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Bulwark the Dwarf the Dwarf Bulwark level 16
3rd Stralite 123rd year of Ascendancy at 20:24 see stats
Exterminator
Killed 1000 creatures.By Bulwark the Dwarf the Dwarf Bulwark level 16
3rd Stralite 123rd year of Ascendancy at 18:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bulwark the Dwarf the Dwarf Bulwark level 15
2nd Gold 123rd year of Ascendancy at 23:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bulwark the Dwarf the Dwarf Bulwark level 29
12nd Shortage 123rd year of Ascendancy at 15:22 see stats
Level 10
Got a character to level 10.By Bulwark the Dwarf the Dwarf Bulwark level 10
12nd Shortage 122nd year of Ascendancy at 02:22 see stats
Level 20
Got a character to level 20.By Bulwark the Dwarf the Dwarf Bulwark level 20
30th Voratun 123rd year of Ascendancy at 21:31 see stats
Level 30
Got a character to level 30.By Bulwark the Dwarf the Dwarf Bulwark level 30
40th Steel 124th year of Ascendancy at 05:45 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Bulwark the Dwarf the Dwarf Bulwark level 27
7th Loss 123rd year of Ascendancy at 01:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Bulwark the Dwarf the Dwarf Bulwark level 30
13rd Wealth 124th year of Ascendancy at 13:51 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bulwark the Dwarf the Dwarf Bulwark level 4
20th Voratun 122nd year of Ascendancy at 18:10 see stats
Stralite Donator
Donated at least 31 euros to Tales of Maj'Eyal.By Bulwark the Dwarf the Dwarf Bulwark level 29
12nd Shortage 123rd year of Ascendancy at 10:57 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Bulwark the Dwarf the Dwarf Bulwark level 21
22nd Dearth 123rd year of Ascendancy at 01:39 see stats
The secret city
Discovered the truth about mages.By Bulwark the Dwarf the Dwarf Bulwark level 11
23rd Iron 123rd year of Ascendancy at 05:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bulwark the Dwarf the Dwarf Bulwark level 10
19th Shortage 122nd year of Ascendancy at 03:44 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bulwark the Dwarf the Dwarf Bulwark level 24
36th Dearth 123rd year of Ascendancy at 05:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bulwark the Dwarf the Dwarf Bulwark level 19
20th Voratun 123rd year of Ascendancy at 09:23 see stats
Unstoppable
Returned from the dead.By Bulwark the Dwarf the Dwarf Bulwark level 31
27th Shortage 124th year of Ascendancy at 12:27 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bulwark the Dwarf the Dwarf Bulwark level 25
37th Dearth 123rd year of Ascendancy at 19:58 see stats
Log
Skeleton warrior resists the wave!
Skeleton archer resists the wave!
Skeleton warrior is knocked back!
As Orc grand summoner's summoned tentacle falls you notice that Orc grand summoner seems to shudder in pain!
Orc necromancer resists the wave!
Skeleton master archer resists the wave!
Bulwark the Dwarf's demonfire area effect hits Skeleton mage for (12 absorbed), 0 fire (0 total damage).
Bulwark the Dwarf's demonfire area effect hits Ghoul for 8 fire damage.
Bulwark the Dwarf's demonfire area effect hits Skeleton mage for 12 fire damage.
Bulwark the Dwarf's demonfire area effect hits Bulwark the Dwarf for 9 fire damage.
Bulwark the Dwarf's tidal wave hits Orc necromancer for 15 cold, 14 physical (29 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton master archer for 15 cold, 14 physical (29 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton warrior for 15 cold, 14 physical (29 total damage).
Bulwark the Dwarf's tidal wave hits Degenerated skeleton warrior for 15 cold, 14 physical (29 total damage).
Bulwark the Dwarf's tidal wave hits Orc grand summoner's summoned tentacle for 7 cold, 7 physical (14 total damage).
Bulwark the Dwarf's tidal wave hits Giant spider for 15 cold, 14 physical (29 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton warrior for (15 absorbed), 0 cold, (14 absorbed), 0 physical (0 total damage).
Bulwark the Dwarf's tidal wave hits Orc grand summoner for 7 cold, 14 physical (21 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton mage for 15 cold, 12 physical (27 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton archer for 12 cold, 14 physical (26 total damage).
Bulwark the Dwarf's tidal wave hits Skeleton mage for (15 absorbed), 0 cold, (9 absorbed), 0 physical (0 total damage).
Burning from Skeleton mage hits Bulwark the Dwarf for 58 fire damage.
Bulwark the Dwarf's tidal wave killed Degenerated skeleton warrior!
Bulwark the Dwarf's tidal wave killed Orc grand summoner's summoned tentacle!
Orc corruptor's Blood Grasp drains life from Bulwark the Dwarf!
Orc corruptor receives 107 healing from Bulwark the Dwarf.
Orc corruptor's Blood Grasp hits Bulwark the Dwarf for 204 blight damage.
Skeleton archer shoots!
Skeleton mage casts Manathrust.
Saving game...





































































































