









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. 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:
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This 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 1.7.4Combines 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: 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 | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 44 / 43% |
| Size | big |
| Lifes / Deaths | Killed by snow giant thunderer at level 19 on the 61st Dusk 122nd year of Ascendancy at 07:57 0 / 10Killed by snow giant boulder thrower at level 19 on the 61st Dusk 122nd year of Ascendancy at 09:37 Killed by orc corruptor at level 25 on the 16th Regrowth 123rd year of Ascendancy at 09:29 Killed by orc necromancer at level 25 on the 16th Regrowth 123rd year of Ascendancy at 10:21 Killed by The Master at level 27 on the 20th Regrowth 123rd year of Ascendancy at 06:02 Killed by Grand Corruptor at level 29 on the 50th Regrowth 123rd year of Ascendancy at 19:01 Killed by orc necromancer at level 35 on the 45th Pyre 123rd year of Ascendancy at 05:50 Killed by skeleton mage at level 35 on the 46th Pyre 123rd year of Ascendancy at 04:26 Killed by Doomed Shade of Skeleytpm at level 39 on the 7th Haze 123rd year of Ascendancy at 17:27 Killed by Adulrawyn the orc cryomancer at level 44 on the 48th Haze 123rd year of Ascendancy at 00:08 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 113 (base 60) |
| Constitution | 67 (base 43) |
| Magic | 62 (base 19) |
| Willpower | 35 (base 10) |
| Cunning | 41 (base 12) |
Resources
| Life | -207/1268 |
| Stamina | 178/292 |
| Healing Factor | 1.5435014349578 |
| Regeneration | 34.342906927811 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +91% |
| Spell | -12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 8 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 232 |
| Accuracy | 73 |
| Crit Chance | 19% |
| APR | 120 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 26% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Darkness | +15% |
| Acid | +8% |
| Lightning | +82% |
| Temporal | +15% |
| Cold | +24% |
| Arcane | +27% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 16 (63.914983985962%) |
| Defense | 95 |
| Ranged Defense | 95 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 26 |
| Mental Save | 31 |
Defense: Resistances
| Arcane | + 47%( 70%) |
| Cold | + 59%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 49%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 46%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 30% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 40% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 500 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 4 turns and blocking 63 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 6 times. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by 3-headed hydra. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by poison ooze. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
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 Strength by +5. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Skeleytpm. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by snow giant thunderer. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 918. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Void Quiver (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | ethereal dwarven lantern of clarity0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Light +7 See.Stealth +8 See.Invis +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Arachak the elven-silk wizard hat (3 def, 4 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +3 (+2 eff.) Dmg.mod +8% acid +12% lightning +9% cold +12% arcane +10% fire ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +3% fire +9% light +12% cold Shield.pwr +11% HP.reg +5.00 ---------- misc Psi/turn +0.32 A pointy cloth hat, very wizardly... |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | stralite Windborne Azurite ring0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Max.HP +68.00 HP.reg +17.00 Heal.mod +18% Rings make your fingers look great! |
| Around waist | monstrous hardened leather belt of valiance1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +3 Wil +5 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +10 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +58.00 ---------- misc Size +1 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | Storm Fury4.0 T5 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 102 to 204 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 126.83 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (160). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
Rune of the Rift (290.00 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 (114% of a turn) Is a spell Description: Inflicts 333.50 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. |
shielding rune of the wizard (absorb 447; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 447 damage for 6 turns. 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. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
stralite Goedalath Rock ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Acc +11 (+3 eff.) Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
stralite moonstone ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +8 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
dragonbone starstaff 'Bleakblow' (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +15.00% Spell.pwr +21 (+5 eff.) S.pwr/crit +7 Dmg.mod +3% darkness +30% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Anom.red +5 ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 75.50 to 90.60 temporal damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
flaming voratun battleaxe of torment (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +21 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
quick voratun waraxe of shearing (42-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Res.pen +14% all Acc +29 (+7 eff.) Apr +10 One-handed war axes. |
quick voratun dagger (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +12 (+3 eff.) Sharp, short and deadly. |
quick voratun dagger of amnesia (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +16 (+4 eff.) Sharp, short and deadly. |
resonating living mindstar of venom (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 14 acid Dmg.mod +6% mind +10% acid Res.pen +5% mind +12% acid ----- def ----- Resists +4% mind +14% acid Dmg.Resnn +16% HP.reg +3.00 ---------- misc Psi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
enhanced yew longbow of piercing4.0 T3 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +11 Str +9 Dex +9 Mag +12 Wil +11 Cun +9 Con dps ---------- Res.pen +15% all Acc +15 (+4 eff.) Apr +14 Longbows are used to shoot arrows at your foes. |
Olygadin4.0 T4 longbow 2H weapon [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 4 While equipped: Stats +2 Cun +13 Mag dps ---------- Phys.crit +17.0% Spell.pwr +14 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +15% arcane Res.pen +15% all Acc +49 (+11 eff.) Apr +20 ---------- misc Mana/turn +0.08 Equi/ret +0.04 Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow4.0 T5 longbow 2H weapon [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +26% physical Longbows are used to shoot arrows at your foes. |
blazebringer's drakeskin leather sling4.0 T5 sling 1H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +49 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of elven-wood arrows of annihilation (16/16, 73-102 power, 23 apr)3.0 T4 arrow ammo [Ego++] Master Power 73.0 - 102.2 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +29.5% Capacity 16 Proj.spd +200% On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of daylight (24/24, 57-80 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 57.0 - 79.8 Physical Uses 70% Dex, 50% Mag, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 24 Ranged+ +8 light Against +24% Undead On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
wrathful voratun shield of the stars (0 def, 10 armour, 192.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +11 Mag dps ---------- Dmg.mod +11% light +16% darkness On shield block: * Deals 150 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +5% fire +24% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
enlightening reinforced leather armour of cold resistance (12 def, 7 armour)9.0 T4 light armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +22% cold Mind.save +17 (+8 eff.) A suit of armour made of leather. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+0 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Dayquencher (33 def, 17 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +17 Defense +33 (+6 eff.) Resists +25% cold +6% light +12% fire Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
voratun gauntlets 'Galepiercer' (0 def, 11 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 nature 13 physical Dmg.mod +12% lightning +11% physical +8% nature +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +11 Fatigue +5% Resists +3% lightning +8% nature +9% blight HP.reg +9.00 ---------- misc Stam/turn +0.50 Max.stam +27.00 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. |
defender's hardened leather cap of the bounder (5 def, 10 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +3% Resists +3% all Phys.save +8 (+3 eff.) 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 353.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Defense +9 (+1 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 34 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 72.42 fire and 65.84 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. |
2 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 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. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
17 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. |
9 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 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. |
17 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. |
5 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. |
13 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
5 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. |
8 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. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
165 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
preserving dwarven lantern of health1.0 T5 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight Max.HP +72.00 HP.reg +6.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 36.57 cold damage and 29.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Noharatir the Duskfame (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Cun dps ---------- Mind.crit +2% Dmg.mod +12% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Mind.save +6 (+3 eff.) Max.HP +30.00 ---------- misc Hate/m.crit +2.00 Max.stam +17.00 Max.hate +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Many Ways1.0 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. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Skeleytpm the Skeleton Archer level 28
23rd Regrowth 123rd year of Ascendancy at 07:05 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skeleytpm the Skeleton Archer level 21
78th Dusk 122nd year of Ascendancy at 08:46 see stats
Against all odds
Killed Ukruk in the ambush.By Skeleytpm the Skeleton Archer level 28
20th Regrowth 123rd year of Ascendancy at 21:57 see stats
Arachnophobia
Destroyed the spydric menace.By Skeleytpm the Skeleton Archer level 33
15th Pyre 123rd year of Ascendancy at 13:09 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skeleytpm the Skeleton Archer level 42
45th Haze 123rd year of Ascendancy at 15:58 see stats
Brave new world
Went to the Far East and took part in the war.By Skeleytpm the Skeleton Archer level 32
13rd Pyre 123rd year of Ascendancy at 20:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By Skeleytpm the Skeleton Archer level 16
29th Dusk 122nd year of Ascendancy at 13:00 see stats
Clone War
Destroyed your own Shade.By Skeleytpm the Skeleton Archer level 39
7th Haze 123rd year of Ascendancy at 17:41 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Skeleytpm the Skeleton Archer level 22
35th Haze 122nd year of Ascendancy at 09:52 see stats
Destroyer of the creation
Killed Slasul.By Skeleytpm the Skeleton Archer level 33
28th Pyre 123rd year of Ascendancy at 22:56 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Skeleytpm the Skeleton Archer level 31
66th Regrowth 123rd year of Ascendancy at 16:27 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Skeleytpm the Skeleton Archer level 44
47th Haze 123rd year of Ascendancy at 08:07 see stats
Earth Master
Killed Harkor'Zun.By Skeleytpm the Skeleton Archer level 17
58th Dusk 122nd year of Ascendancy at 11:21 see stats
Exterminator
Killed 1000 creatures.By Skeleytpm the Skeleton Archer level 17
58th Dusk 122nd year of Ascendancy at 05:49 see stats
Fear me not!
Survived the Fearscape!By Skeleytpm the Skeleton Archer level 35
46th Pyre 123rd year of Ascendancy at 03:27 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Skeleytpm the Skeleton Archer level 34
29th Pyre 123rd year of Ascendancy at 00:23 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Skeleytpm the Skeleton Archer level 39
61st Dusk 123rd year of Ascendancy at 21:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeleytpm the Skeleton Archer level 21
78th Dusk 122nd year of Ascendancy at 05:41 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skeleytpm the Skeleton Archer level 43
45th Haze 123rd year of Ascendancy at 18:15 see stats
Level 10
Got a character to level 10.By Skeleytpm the Skeleton Archer level 10
4th Flare 122nd year of Ascendancy at 16:38 see stats
Level 20
Got a character to level 20.By Skeleytpm the Skeleton Archer level 20
63rd Dusk 122nd year of Ascendancy at 05:11 see stats
Level 30
Got a character to level 30.By Skeleytpm the Skeleton Archer level 30
63rd Regrowth 123rd year of Ascendancy at 19:06 see stats
Level 40
Got a character to level 40.By Skeleytpm the Skeleton Archer level 40
7th Haze 123rd year of Ascendancy at 17:41 see stats
Poisonous
Sided with the assassin lord.By Skeleytpm the Skeleton Archer level 21
66th Dusk 122nd year of Ascendancy at 23:58 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Skeleytpm the Skeleton Archer level 29
30th Regrowth 123rd year of Ascendancy at 15:35 see stats
Size is everything
Did over 1500 damage in one attack.By Skeleytpm the Skeleton Archer level 25
16th Regrowth 123rd year of Ascendancy at 18:14 see stats
Size matters
Did over 600 damage in one attack.By Skeleytpm the Skeleton Archer level 24
15th Regrowth 123rd year of Ascendancy at 11:32 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Skeleytpm the Skeleton Archer level 31
66th Regrowth 123rd year of Ascendancy at 21:40 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Skeleytpm the Skeleton Archer level 21
78th Dusk 122nd year of Ascendancy at 08:46 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Skeleytpm the Skeleton Archer level 17
59th Dusk 122nd year of Ascendancy at 16:55 see stats
They Came From Outer Space!
Discovered the true origin of dwarves and drems.By Skeleytpm the Skeleton Archer level 21
78th Dusk 122nd year of Ascendancy at 08:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Skeleytpm the Skeleton Archer level 24
16th Regrowth 123rd year of Ascendancy at 03:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Skeleytpm the Skeleton Archer level 17
33rd Dusk 122nd year of Ascendancy at 05:11 see stats
Unstoppable
Returned from the dead.By Skeleytpm the Skeleton Archer level 35
46th Pyre 123rd year of Ascendancy at 04:26 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Skeleytpm the Skeleton Archer level 27
20th Regrowth 123rd year of Ascendancy at 07:04 see stats
Log
Orc cryomancer's cold repulsion area effect hits Adulrawyn the orc cryomancer for 31 cold, 26 physical (57 total damage).
Orc cryomancer's ice storm area effect hits Orc cryomancer for 60 cold damage.
Adulrawyn the orc cryomancer's ice storm area effect hits Skeleytpm for (10 flat reduction), 96 cold (96 total damage).
Adulrawyn the orc cryomancer's ice storm area effect hits The One That Hunts for 0 cold damage.
Adulrawyn the orc cryomancer hits The One That Hunts for 0 lightning damage.
Adulrawyn the orc cryomancer hits Skeleytpm for (10 flat reduction), 46 lightning, 46 healing (46 total damage) [46 healing].
Skeleytpm uses Fragmentation Shot.
Skeleytpm uses Scatter Shot.
Skeleytpm uses Scatter Shot.
Skeleytpm hits Iceblock for 70 physical damage.
Adulrawyn the orc cryomancer is no longer inspired.
Talent Bone Armour is ready to use.
The One That Hunts casts Twisted Evolution.
Adulrawyn the orc cryomancer is knocked back!
The One That Hunts is knocked back!
Skeleytpm resists the wave!
Orc cryomancer is knocked back!
Bee swarm is knocked back!
Orc cryomancer's cold repulsion area effect hits Bee swarm for 41 cold, 32 physical (73 total damage).
Orc cryomancer's cold repulsion area effect hits Orc cryomancer for 37 cold, 28 physical (65 total damage).
Orc cryomancer's cold repulsion area effect hits The One That Hunts for 0 cold, 0 physical (0 total damage).
Orc cryomancer's cold repulsion area effect hits Skeleytpm for (10 flat reduction), (5 to ice), 8 cold, (10 flat reduction), (6 to ice), 8 physical (16 total damage).
Orc cryomancer's cold repulsion area effect hits Adulrawyn the orc cryomancer for 33 cold, 28 physical (61 total damage).
Adulrawyn the orc cryomancer's ice storm area effect hits Skeleytpm for (10 flat reduction), (0 to ice), 102 cold (102 total damage).
Adulrawyn the orc cryomancer casts Rune: Shatter Afflictions.
A shield forms around Adulrawyn the orc cryomancer.
Adulrawyn the orc cryomancer casts Manathrust.
Adulrawyn the orc cryomancer roars triumphantly.
Adulrawyn the orc cryomancer hits Skeleytpm for (10 flat reduction), (0 to ice), 188 arcane (188 total damage).
Skeleytpm the level 44 skeleton archer was energised to death by Adulrawyn the orc cryomancer on level 2 of Vor Pride.






































































































































