














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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 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:
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 | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 38 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by Mayama the large white snake at level 16 on the 20th Dusk 122nd year of Ascendancy at 14:31 2 / 5Killed by Isurina the swarming horror at level 26 on the 5th Allure 123rd year of Ascendancy at 00:20 Killed by Grand Corruptor at level 31 on the 40th Dusk 123rd year of Ascendancy at 12:09 Killed by Zubariana the patchwork troll at level 37 on the 23rd Haze 123rd year of Ascendancy at 14:13 Killed by Silara the patchwork troll at level 38 on the 36th Haze 123rd year of Ascendancy at 20:25 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 77 (base 60) |
| Constitution | 42 (base 10) |
| Magic | 54 (base 37) |
| Willpower | 31 (base 10) |
| Cunning | 89 (base 60) |
Resources
| Life | 1069/1069 |
| Stamina | 254/254 |
| Healing Factor | 1.233988003127 |
| Regeneration | 11.981390267523 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 5 |
| See Stealth | 47.509349804974 |
| See Invisible | 47.509349804974 |
| Stealth | 58 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 67 |
| Crit Chance | 43% |
| APR | 28 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 67 |
| Crit Chance | 48% |
| APR | 39 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Arcane | +21% |
| Cold | +26% |
| All | 0% |
| Lightning | +11% |
| Light | +18% |
| Physical | +43% |
| Darkness | +12% |
| Fire | +18% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +51% |
| Acid | +15% |
| Fire | +15% |
| Darkness | +21% |
| Cold | +10% |
| Arcane | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57 (92.155997060385%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 28 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 50%( 80%) |
| Blight | + 43%( 70%) |
| Physical | + 49%( 75%) |
| Mind | + 38%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 36%( 70%) |
| Temporal | + 41%( 70%) |
| Fire | + 57%( 70%) |
| Cold | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 631% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 648% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stealth |
| talent | Chant of Fortress |
| talent | Trained Reactions |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.5 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 130 - 182 Accuracy: 83 (knife) APR: 31 Crit Chance: +57% Crit mult: 213% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 71% chance to deflect up to 26 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by cold drake. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Mayovea the skeleton archer. Escort: repented thief (level 8 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 737. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bloomravager (0 def, 21 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +3 Con dps ---------- Dmg.mod +6% nature Res.pen +10% physical ----- def ----- Armour +21 Fatigue +2% Resists +4% physical ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +51.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Lisitha' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Wil +7 Con dps ---------- Crit.mult +10.00% Phys.pwr +11 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Dex, 60% Str, 30% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Blizzardnaught [power 285] (13 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% cold Res.pen +5% mind +10% cold ----- def ----- Resists +12% mind Blast the opponent's mind dealing 285 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 26% for 2 turns. 100% to increase all damage by 20% for 2 turns. 100% to reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold jade ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +15% fire Acc +13 (+3 eff.) Apr +13 ----- def ----- Armour +4 Defense +16 (+4 eff.) Resists +6% blight +39% fire +15% temporal +4% all Mind.save +8 (+4 eff.) Confus- +28% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Branykalthodur the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Mag +4 Cun +9 Con dps ---------- Melee+ 13 physical Ranged+ 12 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ----- def ----- Crit.chn- 10.00% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Light +3 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Layabeth the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Cun +4 Wil dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +9% acid ---------- misc Psi/ret +0.16 Max.hate +10.00 Amulets make your neck look great! |
| In main hand | Salobeth the Hellsdash (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 lightning +12 fire On Crit.r2 +8 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +7 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +3% fire Res.pen +15% fire +10% physical Acc +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +61% Sharp, short and deadly. |
| Around waist | hardened leather belt 'Shinesting'1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +6 (+2 eff.) Dmg.mod +12% light ----- def ----- Armour +16 Defense +5 (+1 eff.) Spell.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | linen cloak 'Splendourrace' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +6% light ----- def ----- Defense +11 (+3 eff.) Resists +12% blight Phys.save +12 (+4 eff.) Max.HP +80.00 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorinn the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Mind.crit +4% Mind.pwr +12 (+4 eff.) Dmg.mod +11% lightning +31% physical +12% darkness +14% cold +21% arcane +6% acid Res.pen +16% physical +21% darkness +5% arcane ----- def ----- Resists +8% lightning +8% cold +11% all ---------- misc Max.hate +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arthiregonarizor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +10.00% ----- def ----- Defense +10 (+3 eff.) Resists +13% fire +12% cold Mind.save +6 (+3 eff.) Max.HP +100.00 Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+13 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Zerath0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% ----- def ----- Defense +10 (+3 eff.) Resists +20% lightning +3% fire Phys.save +3 (+1 eff.) Heal.mod +5% Cut- +20% Stun/Frz- +23% Amulets make your neck look great! |
gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 8 darkness Dmg.mod +7% light +11% darkness On Melee Ret: * 7% chance to reduce damage dealt by 22% * 5% chance to blind Amulets make your neck look great! |
Blazepython0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Melee Ret 2 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid +6% temporal +15% light Phys.save +10 (+3 eff.) ---------- misc Light +2 Rings make your fingers look great! |
Delikor the Blackbolt0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Crit.mult +20.00% Res.pen +10% blight +10% physical Melee Ret 8 blight ----- def ----- Defense +12 (+3 eff.) Resists +12% darkness Phys.save +18 (+6 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Shadeoracle0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +4 Mag +5 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Dmg.mod +10% cold Acc +6 (+2 eff.) Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +20% cold Rings make your fingers look great! |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +7 Dex dps ---------- Res.pen +5% lightning Acc +7 (+2 eff.) ----- def ----- Resists +9% lightning +1% physical Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+5 eff.) Die.at -20.00 life Max.HP +48.00 HP.reg +10.00 Heal.mod +12% Stun/Frz- +20% 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? |
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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold emerald ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +3 Resists +3% all Max.HP +58.00 HP.reg +10.00 Heal.mod +14% Rings make your fingers look great! |
gold onyx ring0.1 T3 ring jewelry [Ego+] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Max.HP +67.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 100.86 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced voratun longsword of enduring (43-60 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +3 Dex +7 Mag +16 Wil +5 Cun +14 Con ----- def ----- Max.HP +30.00 Sharp, long, and deadly. |
Shimmerradiance the elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +17 (+6 eff.) S.pwr/crit +6 Melee+ 30 fire Dmg.mod +9% lightning +25% temporal +24% arcane Res.pen +10% arcane ----- def ----- Resists +9% lightning +12% temporal ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Baruzilaldir1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Dex +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +21% physical Melee Ret 4 blight ----- def ----- Armour +4 Resists +9% blight +3% physical Mind.save +10 (+5 eff.) Max.HP +66.00 A belt that goes around your waist. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 235, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Shadesear1.0 T3 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Defense +11 (+3 eff.) Resists +5% arcane +6% cold Mind.save +18 (+7 eff.) Stealth +10 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
monstrous hardened leather belt of burglary1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +5 Lck dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Phys.save +8 (+3 eff.) Stealth +8 ---------- misc T.Disarm +10 Infravis +4 Size +1 A belt that goes around your waist. |
monstrous hardened leather belt of valiance1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +1 Wil +4 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) Mind.save +8 (+4 eff.) Max.HP +44.00 ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Ivyrann the Dazzlemaster (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +11 Str +14 Mag +12 Wil dps ---------- Dmg.mod +37% lightning +33% physical +24% cold Res.pen +25% fire Melee Ret 2 light 6 fire On Melee Ret: * 9% chance to slow global speed by 54% * 10 arcane resource burn ----- def ----- Resists +27% lightning +22% cold +15% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Erelydas the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Cun +9 Con dps ---------- Apr +2 ----- def ----- Armour +5 Fatigue -5% Resists +9% lightning +3% physical Phys.save +49 (+16 eff.) Mind.save +36 (+13 eff.) ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightblast (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Mag +4 Cun +6 Lck dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Resists +3% darkness Crit.chn- 15.00% Stealth +6 A pair of boots made of leather. |
eldritch pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.26 Max.mana +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glimmerransom (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 7 mind 7 fire Dmg.mod +4% fire +10% mind +9% light Res.pen +10% light Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +10% blight +5% fire +6% mind Spell.save +9 (+4 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Crit.r2 +5 mind +6 fire On Hit: 10% Fire Breath 3 On Hit: 20% Psychic Lobotomy 3 On Hit: * 10% chance to slow global speed by 54% * 13% chance to reduce armor by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 127.93 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+7 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.03 arcane damage and stunned). Uses 82 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tundramaster the drakeskin leather gloves (0 def, 7 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.crit +7% Phys.pwr +10 (+4 eff.) Spell.pwr +7 (+3 eff.) Dmg.mod +6% lightning +9% cold Res.pen +5% lightning ----- def ----- Armour +7 Resists +18% cold Mind.save +9 (+4 eff.) Max.HP +46.00 ---------- misc Mana/turn +0.20 Unarmed combat: Power 40.5 - 44.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Elemental Bolt 5 On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
miner's hardened leather cap of dexterity (+3) (0 def, 6 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
radiant stralite mail armour of natural resilience (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +33% blight +14% nature +18% darkness D.Red.from +9% Unnatural ---------- misc Light +1 A suit of armour made of mail. |
reinforced leather armour of natural resilience (12 def, 7 armour)9.0 T4 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +18% nature +14% blight D.Red.from +13% Unnatural A suit of armour made of leather. |
crackling stralite shield of crushing (0 def, 8 armour, 149 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) Melee Ret 11 lightning ----- def ----- Armour +8 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
675 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. |
4 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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
iron pickaxe 'Strikewire' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Dex dps ---------- Dmg.mod +6% nature +9% physical Res.pen +10% lightning ----- def ----- Resists +11% nature Phys.save +9 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
2 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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Hellszeal [power 59] (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +18% fire Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +3% cold +9% mind +12% fire Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 170] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind [power 3] (21 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Velyldama' [power 122] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Wil +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +20 (+5 eff.) ---------- misc Max.stam +10.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dagny the Halfling Rogue level 37
17th Haze 123rd year of Ascendancy at 19:09 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dagny the Halfling Rogue level 11
1st Flare 122nd year of Ascendancy at 04:17 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Dagny the Halfling Rogue level 34
73rd Dusk 123rd year of Ascendancy at 04:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dagny the Halfling Rogue level 23
5th Decay 122nd year of Ascendancy at 13:36 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dagny the Halfling Rogue level 37
11st Haze 123rd year of Ascendancy at 01:05 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Dagny the Halfling Rogue level 31
40th Dusk 123rd year of Ascendancy at 15:18 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dagny the Halfling Rogue level 26
5th Allure 123rd year of Ascendancy at 08:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dagny the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 03:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dagny the Halfling Rogue level 20
41st Dusk 122nd year of Ascendancy at 02:27 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dagny the Halfling Rogue level 30
13rd Pyre 123rd year of Ascendancy at 00:46 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dagny the Halfling Rogue level 22
25th Haze 122nd year of Ascendancy at 19:31 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Dagny the Halfling Rogue level 37
8th Haze 123rd year of Ascendancy at 18:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dagny the Halfling Rogue level 31
55th Dusk 123rd year of Ascendancy at 02:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dagny the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 19:49 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dagny the Halfling Rogue level 30
32nd Dusk 123rd year of Ascendancy at 08:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dagny the Halfling Rogue level 22
53rd Dusk 122nd year of Ascendancy at 07:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dagny the Halfling Rogue level 26
2nd Allure 123rd year of Ascendancy at 06:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dagny the Halfling Rogue level 16
20th Dusk 122nd year of Ascendancy at 00:51 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dagny the Halfling Rogue level 36
78th Dusk 123rd year of Ascendancy at 05:52 see stats
Log
Talent Trained Reactions is ready to use.
Dagny activates Trained Reactions.
Talent Disengage is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Whirlwind is ready to use.
Talent Flurry is ready to use.
Talent Apply Poison is ready to use.
Talent Chant of Fortress is ready to use.
Dagny activates Chant of Fortress.
Talent Smokescreen is ready to use.
Talent Rogue's Brew is ready to use.
Talent Shadow Dance is ready to use.
Talent Marked for Death is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).






























































































































