










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 2% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 7 on the 1st Mirth 122nd year of Ascendancy at 22:47 0 / 9Killed by Emitha the master vampire at level 18 on the 10th Regrowth 123rd year of Ascendancy at 19:45 Killed by Xenor the brown bear at level 20 on the 71st Regrowth 123rd year of Ascendancy at 00:51 Killed by ghoul at level 24 on the 37th Dusk 123rd year of Ascendancy at 15:26 Killed by Isada the elven warrior at level 27 on the 55th Dusk 123rd year of Ascendancy at 06:15 Killed by Celia at level 27 on the 60th Dusk 123rd year of Ascendancy at 05:08 Killed by The One That Writes at level 44 on the 14th Pyre 125th year of Ascendancy at 07:42 Killed by Stab Foot at level 45 on the 54th Pyre 125th year of Ascendancy at 14:57 Killed by Doomed Shade of Stab Foot at level 50 on the 8th Dusk 125th year of Ascendancy at 05:10 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 17) |
| Dexterity | 96 (base 60) |
| Constitution | 31 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 88 (base 60) |
| Cunning | 86 (base 60) |
Resources
| Life | -61/1293 |
| Stamina | 252/442 |
| Equilibrium | 33 |
| Healing Factor | 1.4158714593978 |
| Regeneration | 0.84952287563865 |
Speed
| Mental | +1.1102230246252E-13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 8 |
| See Stealth | 73.697228281076 |
| See Invisible | 85.697228281076 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 68 |
| Crit Chance | 39% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 68 |
| Crit Chance | 41% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +6% |
| Nature | +30% |
| Physical | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Acid | +15% |
| Darkness | +25% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 26 (53.292302510663%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 42 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 39%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 27% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -779 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1558 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by orc archer. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 496. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of hardened leather boots 'Layunor' (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +14% acid / +8% fire / +7% lightning / +9% cold Changes resistances penetration: +10% acid Critical mult.: +10.00% Spell save: +18 (+6 eff.) Mana when firing critical spell: +2.00 A pair of boots made of leather. |
| Light source | piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +3% all Changes resistances penetration: +5% all Spell save: +10 (+3 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | thaloren drakeskin leather cap of knowledge (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +10 Wil Changes resistances: +10% blight Mental save: +10 (+4 eff.) Mindpower: +4 (+1 eff.) A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 3.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 145.37 physical damage and knocking targets back 6 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. |
| Tool | Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 204.28 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | gold amulet 'Purekiller'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 63% Changes resistances: +18% mind / +3% temporal Silence immunity: +20% Confusion immunity: +27% Only die when reaching: -40.00 life Maximum life: +20.00 See invisible: +12 Amulets make your neck look great! |
| In main hand | Dayveil the stralite dagger (150% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 151% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Changes damage: +9% mind Mental save: +6 (+2 eff.) Psi when hit: +0.16 Mindpower: +15 (+4 eff.) Light radius: +3 Sharp, short and deadly. |
| Around waist | Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Aduda the Ravenrot (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +12% light Changes resistances penetration: +20% darkness Changes damage: +6% light / +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
movement infusion of the sneak (speed 782%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 782% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 661; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 661 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ce'Negatira the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +44% cold / +51% fire / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +12% mind Mental save: +20 (+7 eff.) Confusion immunity: +20% Mindpower: +14 (+4 eff.) Amulets make your neck look great! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +11 Dex / +3 Mag / +3 Wil / +11 Cun / +3 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Stun/Freeze immunity: +30% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 26 power out of 36/36) : Effective talent level: 5.5 Power cost: 26 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (105). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
cleansing voratun amulet of constitution (+6)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% nature / +24% blight Poison immunity: +36% Disease immunity: +34% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Airtickler the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage (Melee): 27 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 35 Damage (Ranged): 26 physical Damage when hit (Melee): 10 mind Changes stats: +7 Cun / +4 Con Changes resistances: +12% lightning / +40% nature / +9% mind Changes damage: +20% nature Spell save: +17 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +39.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Darkvortex of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +5 Str / +8 Dex / -1 Wil / +5 Cun / +5 Con Changes resistances: +24% nature Changes resistances penetration: +5% light Changes damage: +12% nature / +9% mind Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 36 power out of 50/50) : Effective talent level: 3.5 Power cost: 36 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.87 cold and 20.75 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 43 power out of 60/60. This azure ring seems to be always moist to the touch. |
Balyhor the Venomblast (131% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +27 nature Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +20% darkness / +10% nature Changes damage: +12% light / +9% nature Light radius: +3 Sharp, short and deadly. |
Emynn the stralite dagger (132% power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 10% * 20% chance to reduce all saves and defense by 35 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +20 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes resistances: +12% acid / +12% mind Changes damage: +9% acid / +18% arcane Sharp, short and deadly. |
blazebringer's voratun dagger of shearing (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +54 fire When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +13% fire / +15% all Global speed: +3% Sharp, short and deadly. |
plaguebringer's voratun dagger of crippling (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +15 blight When wielded/worn: Physical crit. chance: +12.0% Disease immunity: +29% Sharp, short and deadly. |
voratun dagger 'Xeseta' (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 nature When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +10.0% Defense: +25 (+6 eff.) Changes stats: +6 Dex Changes resistances penetration: +25% mind Only die when reaching: -60.00 life Maximum stamina: +30.00 Combat speed: +10% Sharp, short and deadly. |
Stormpower (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +5 Str / +3 Dex / +5 Con Changes resistances penetration: +20% lightning Physical save: +15 (+5 eff.) Maximum psi: +50.00 Mindpower: +15 (+4 eff.) Light radius: +3 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Drekalthogorn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% acid / +13% all Changes resistances penetration: +10% mind Changes damage: +20% acid / +15% blight / +14% nature / +19% mind Reduces incoming crit damage: 15.00% Poison immunity: +28% Disease immunity: +28% Psi each turn: +0.59 Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision radius: +3 See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. This object's appearance was changed to stargazer's Robe of the Worm of alchemy. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Tempestshine the pair of drakeskin leather boots (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +6 Cun / +6 Wil Changes resistances: +24% lightning Changes resistances penetration: +15% acid Changes damage: +27% lightning / +9% acid Physical save: +14 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) A pair of boots made of leather. |
Demonworm of the Blightspawn (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 23% chance to reduce strength, dexterity, and constitution by 5 * 31% chance to reduce damage dealt by 29% Changes stats: +9 Str / +5 Wil Changes resistances: +11% physical / +7% fire / +3% darkness / +8% cold Physical save: +9 (+3 eff.) Pinning immunity: +20% Healing mod.: +15% It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
drakeskin leather cap 'Armeruimanik' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +25 (+8 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +2 Wil Changes damage: +15% physical Physical save: +25 (+8 eff.) Only die when reaching: -80.00 life Maximum hate: +4.00 A cap made of leather. |
Xevea the reinforced leather armour (12 def, 7 armour)Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Mag / +7 Wil / +7 Cun Changes resistances penetration: +15% mind Changes damage: +18% mind Mental save: +39 (+13 eff.) Mindpower: +10 (+3 eff.) A suit of armour made of leather. |
enlightening drakeskin leather armour of delving (20 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Wil / +6 Cun Changes resistances: +15% darkness / +15% physical Mental save: +25 (+9 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
reinforced leather armour 'Heatravager' (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce all saves and defense by 35 Changes resistances: +15% acid / +13% physical / +12% blight / +10% fire / +7% lightning / +13% cold Changes resistances penetration: +25% mind Changes damage: +9% fire Mindpower: +10 (+3 eff.) A suit of armour made of leather. |
258 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
21 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 273.00 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 36 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
35 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 145 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aeryrach the dwarven-steel torque of mindblast [power 265] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +6% temporal / +15% cold Changes damage: +15% mind Physical save: +9 (+3 eff.) Disease immunity: +20% It can be used to blast the opponent's mind dealing 289 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Yvuvea the Morningmaim [power 295] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +6% lightning Changes damage: +6% lightning Light radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 324 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Heal for 47. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Obsidianfury' [power 265] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 2 blight / 8 cold Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +9% cold It can be used to blast the opponent's mind dealing 289 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 75. Torques are made by powerful psionics to store psionic powers. |
Bleakbreacher of the Blightspawn [power 416] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Effects when hit in melee: * 28% chance to reduce strength, dexterity, and constitution by 5 * 32% chance to reduce damage dealt by 29% Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +3% arcane / +3% blight Vim when firing critical spell: +1.00 Spell crit. chance: +2% It can be used to sting an enemy dealing 541 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 42% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Urosus' [power 266] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% temporal / +2% physical Silence immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 11 turns. When used: * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Stab Foot the Halfling Rogue level 33
4th Decay 123rd year of Ascendancy at 03:04 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Stab Foot the Halfling Rogue level 33
4th Allure 124th year of Ascendancy at 08:05 see stats
Against all odds
Killed Ukruk in the ambush.By Stab Foot the Halfling Rogue level 33
1st Decay 123rd year of Ascendancy at 09:21 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Stab Foot the Halfling Rogue level 23
32nd Dusk 123rd year of Ascendancy at 22:54 see stats
Arachnophobia
Destroyed the spydric menace.By Stab Foot the Halfling Rogue level 39
54th Haze 124th year of Ascendancy at 15:58 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 Stab Foot the Halfling Rogue level 38
47th Haze 124th year of Ascendancy at 15:20 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Stab Foot the Halfling Rogue level 43
12nd Pyre 125th year of Ascendancy at 22:09 see stats
Bookception!
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Stab Foot the Halfling Rogue level 44
14th Pyre 125th year of Ascendancy at 15:53 see stats
Brave new world
Went to the Far East and took part in the war.By Stab Foot the Halfling Rogue level 37
56th Dusk 124th year of Ascendancy at 08:21 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Stab Foot the Halfling Rogue level 13
13rd Haze 122nd year of Ascendancy at 11:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Stab Foot the Halfling Rogue level 12
11st Dusk 122nd year of Ascendancy at 06:53 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Stab Foot the Halfling Rogue level 46
65th Pyre 125th year of Ascendancy at 16:21 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Stab Foot the Halfling Rogue level 36
37th Dusk 124th year of Ascendancy at 08:51 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Stab Foot the Halfling Rogue level 40
1st Wintertide 125th year of Ascendancy at 08:03 see stats
Earth Master
Killed Harkor'Zun.By Stab Foot the Halfling Rogue level 24
38th Dusk 123rd year of Ascendancy at 22:04 see stats
Exterminator
Killed 1000 creatures.By Stab Foot the Halfling Rogue level 18
37th Regrowth 123rd year of Ascendancy at 10:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stab Foot the Halfling Rogue level 26
49th Dusk 123rd year of Ascendancy at 14:43 see stats
Fear me not!
Survived the Fearscape!By Stab Foot the Halfling Rogue level 28
65th Dusk 123rd year of Ascendancy at 15:57 see stats
Fool of a Took!
Killed oneself as a halfling.By Stab Foot the Halfling Rogue level 45
54th Pyre 125th year of Ascendancy at 14:57 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Stab Foot the Halfling Rogue level 45
27th Pyre 125th year of Ascendancy at 07:46 see stats
Got eggs?
Finish the Pikataclysm event.By Stab Foot the Halfling Rogue level 21
21st Pyre 123rd year of Ascendancy at 02:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stab Foot the Halfling Rogue level 33
4th Allure 124th year of Ascendancy at 10:10 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Stab Foot the Halfling Rogue level 45
25th Pyre 125th year of Ascendancy at 05:24 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Stab Foot the Halfling Rogue level 34
1st Regrowth 124th year of Ascendancy at 20:22 see stats
Level 10
Got a character to level 10.By Stab Foot the Halfling Rogue level 10
2nd Flare 122nd year of Ascendancy at 01:34 see stats
Level 20
Got a character to level 20.By Stab Foot the Halfling Rogue level 20
69th Regrowth 123rd year of Ascendancy at 18:58 see stats
Level 30
Got a character to level 30.By Stab Foot the Halfling Rogue level 30
71st Haze 123rd year of Ascendancy at 10:56 see stats
Level 40
Got a character to level 40.By Stab Foot the Halfling Rogue level 40
80th Haze 124th year of Ascendancy at 18:35 see stats
Level 50
Got a character to level 50.By Stab Foot the Halfling Rogue level 50
8th Dusk 125th year of Ascendancy at 04:46 see stats
May the 4th be with you!
.By Stab Foot the Halfling Rogue level 46
65th Pyre 125th year of Ascendancy at 16:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Stab Foot the Halfling Rogue level 19
65th Regrowth 123rd year of Ascendancy at 06:41 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Stab Foot the Halfling Rogue level 34
41st Regrowth 124th year of Ascendancy at 15:46 see stats
Size matters
Did over 600 damage in one attack.By Stab Foot the Halfling Rogue level 25
41st Dusk 123rd year of Ascendancy at 16:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Stab Foot the Halfling Rogue level 37
37th Dusk 124th year of Ascendancy at 14:52 see stats
That was close
Killed your target while having only 1 life left.By Stab Foot the Halfling Rogue level 44
14th Pyre 125th year of Ascendancy at 07:20 see stats
The Arena
Unlocked Arena mode.By Stab Foot the Halfling Rogue level 12
27th Dusk 122nd year of Ascendancy at 12:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Stab Foot the Halfling Rogue level 33
4th Allure 124th year of Ascendancy at 08:05 see stats
The Old Ones
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Stab Foot the Halfling Rogue level 45
54th Pyre 125th year of Ascendancy at 13:48 see stats
The Rat Lich
Killed the terrible Rat Lich.By Stab Foot the Halfling Rogue level 17
8th Regrowth 123rd year of Ascendancy at 09:41 see stats
The secret city
Discovered the truth about mages.By Stab Foot the Halfling Rogue level 12
55th Dusk 122nd year of Ascendancy at 18:31 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Stab Foot the Halfling Rogue level 23
36th Dusk 123rd year of Ascendancy at 15:11 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Stab Foot the Halfling Rogue level 39
73rd Haze 124th year of Ascendancy at 16:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Stab Foot the Halfling Rogue level 29
21st Haze 123rd year of Ascendancy at 15:41 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Stab Foot the Halfling Rogue level 28
67th Dusk 123rd year of Ascendancy at 14:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stab Foot the Halfling Rogue level 17
9th Regrowth 123rd year of Ascendancy at 06:05 see stats
Unstoppable
Returned from the dead.By Stab Foot the Halfling Rogue level 45
54th Pyre 125th year of Ascendancy at 14:57 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Stab Foot the Halfling Rogue level 32
80th Haze 123rd year of Ascendancy at 13:07 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Stab Foot the Halfling Rogue level 43
13rd Pyre 125th year of Ascendancy at 05:47 see stats
Log
Poison from Doomed Shade of Stab Foot hits Stab Foot for (43 antimagic), 0 nature (0 total damage).
Deadly Poison from Doomed Shade of Stab Foot hits Stab Foot for (58 antimagic), 0 nature (0 total damage).
Doomed Shade of Stab Foot receives 3 healing from Bloodcaller.
Doomed Shade of Stab Foot's manaburn arcane area effect hits Stab Foot for 0 arcane damage.
Doomed Shade of Stab Foot's manaburn arcane area effect hits Doomed Shade of Stab Foot for 0 arcane damage.
Stab Foot fumbles and fails to use Rain of Bears, injuring himself!
Fumble from Doomed Shade of Stab Foot hits Stab Foot for 119 physical damage.
Doomed Shade of Stab Foot receives 2 healing from Bloodcaller.
Talent Fan of Knives is ready to use.
Bleeding from Stab Foot hits Doomed Shade of Stab Foot for 16 physical damage.
Deadly Poison from Stab Foot hits Doomed Shade of Stab Foot for (25 antimagic), 0 nature (0 total damage).
Bleeding from Doomed Shade of Stab Foot hits Stab Foot for 115 physical damage.
Poison from Doomed Shade of Stab Foot hits Stab Foot for (40 antimagic), 0 nature (0 total damage).
Deadly Poison from Doomed Shade of Stab Foot hits Stab Foot for (52 antimagic), 0 nature (0 total damage).
Doomed Shade of Stab Foot receives 2 healing from Bloodcaller.
Doomed Shade of Stab Foot uses Flurry.
Doomed Shade of Stab Foot performs a melee critical strike against Stab Foot!
Stab Foot's armor corrodes!
Stab Foot's is vulnerable to attacks and effects!
Stab Foot redirects the effect 'Cripple'!
Doomed Shade of Stab Foot is crippled.
Stab Foot's Indomitable is disrupted by his wounds!
Doomed Shade of Stab Foot performs a melee critical strike against Stab Foot!
Doomed Shade of Stab Foot performs a melee critical strike against Stab Foot!
Poison bursts out of Stab Foot's corpse!
Melee retaliation hits Doomed Shade of Stab Foot for (16 antimagic), 0 nature, (18 antimagic), 0 nature, (12 antimagic), 0 nature, (12 antimagic), 0 nature, (12 antimagic), 0 nature, (12 antimagic), 0 nature (0 total damage).
Doomed Shade of Stab Foot hits Stab Foot for 81 physical, (7 antimagic), 0 nature, 14 physical, (26 parried), 44 physical, 12 physical, (26 parried), 51 physical, (6 antimagic), 0 nature, 12 physical, 61 physical, 12 physical, (22 antimagic), 0 fire, 56 physical, (6 antimagic), 0 nature, 12 physical, 56 physical (408 total damage).
Bloodcaller hits Doomed Shade of Stab Foot for 2 healing, 1 healing, 1 healing, 1 healing, 1 healing (0 total damage) [6 healing].
Stab Foot the level 50 halfling rogue was punctured to death by a Doomed Shade of Stab Foot but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.












































































































































