









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 29 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Islelralrath the giant red ant at level 18 on the 45th Dusk 122nd year of Ascendancy at 02:39 0 / 7Killed by Islynor the wolf at level 23 on the 8th Haze 122nd year of Ascendancy at 05:36 Killed by orc cryomancer at level 23 on the 8th Haze 122nd year of Ascendancy at 07:16 Killed by Adumira the skeleton archer at level 23 on the 15th Haze 122nd year of Ascendancy at 04:00 Killed by Aeruma the skeleton master archer at level 24 on the 16th Haze 122nd year of Ascendancy at 06:05 Killed by vampire lord at level 27 on the 55th Haze 122nd year of Ascendancy at 20:11 Killed by skeleton magus at level 29 on the 75th Haze 122nd year of Ascendancy at 18:12 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 59 (base 56) |
| Magic | 84 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 13) |
Resources
| Life | -207/916 |
| Positive | 78/139 |
| Negative | 50/139 |
| Healing Factor | 1.5451133323992 |
| Regeneration | 3.3219936646583 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +37% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Light | +27% |
| Arcane | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | 0% |
Defense: Base
| Armour (hardiness) | 47 (100%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Arcane | + 28%( 70%) |
| Mind | + 22%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 41%( 70%) |
| Darkness | + 33%( 70%) |
| Cold | + 24%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 25% |
| Teleport Resistance | 20% |
| Blind Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 263/263 damage before it crumbles. Damage Shield |
Quests
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 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Belida the cave troll. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within19 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +40.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Amiruintir the Morningrend (0 def, 7 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +1% Resistance +3% nature +6% fire +3% darkness +6% cold Life +40.00 other ------- Light +1 A cap made of leather. |
| Tool | Beomalach the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Accuracy +30 (+12 eff.) defense ------ Resistance +5% darkness +7% fire Crit Resistance 15.00% Unlife -80.00 life other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vorylebeth0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Critical power +5.00% Damage +12% light defense ------ Fatigue -6% Resistance +24% light Mind save +6 (+3 eff.) Life +60.00 Confus Resist +25% Stun Resist +10% Teleport Resist +20% other ------- Encumbrance +29 Rings make your fingers look great! |
| On fingers | Woegash the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +4 Wil +6 Cun offense ------ Spellpower +10 (+3 eff.) Move Speed +12% Damage +15% darkness Accuracy +8 (+4 eff.) defense ------ Defense +25 (+12 eff.) Resistance +9% darkness Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
| Around waist | Eilinydamina1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spellpower/crit +6 Ignore resists +5% arcane defense ------ Resistance +3% mind Life Regen +0.90 Healmod +12% other ------- Mana/turn +0.08 A belt that goes around your waist. |
| In main hand | ash vilestaff 'Coalreeve' (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +19.00% Spellpower +15 (+4 eff.) On-Hit 17 fire Damage +6% fire +9% darkness +15% light other ------- Vim-on-crit +3.00 Max vim +17.00 Max (+) +5.00 Max (-) +5.00 See Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) On-Hit 9 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +5 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bokygas0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Fatigue -4% Resistance +3% light +6% lightning Unlife -40.00 life Life Regen +1.00 Stun Resist +20% Knockbk Resist +10% Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 33%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (159). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
vitalizing gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +2 Con defense ------ Physical save +8 (+4 eff.) Life +33.00 Life Regen +3.00 Blind Resist +10% other ------- Infravision +3 Sight +2 See Invis +7 Amulets make your neck look great! |
psionicist's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Silence Resist +21% other ------- Mana/turn +0.11 Rings make your fingers look great! |
sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+26%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +13% lightning defense ------ Armor +8 Resistance +26% lightning Rings make your fingers look great! |
Cloudspar the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +13% light +9% lightning When Hit 8 light defense ------ Resistance +26% light Life Regen +3.00 Silence Resist +21% Stun Resist +26% other ------- Mana/turn +0.23 Rings make your fingers look great! |
gold ring 'Kobers'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +15% blight +14% physical +12% mind Ignore resists +20% blight defense ------ Resistance +12% mind +14% physical Mind save +7 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
gold ring 'Lavapain'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil offense ------ Mind Crit +2% Critical power +10.00% Physical Power +10 (+8 eff.) Spellpower +8 (+2 eff.) Mindpower +8 (+4 eff.) defense ------ Resistance +3% fire Mind save +11 (+5 eff.) Blind Resist +28% other ------- Max psi +30.00 Infravision +4 See Stealth +11 See Invis +15 Rings make your fingers look great! |
gold ring 'Silorikira'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +15 (+11 eff.) Ignore resists +10% mind defense ------ Resistance +9% lightning +1% physical Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Life Regen +1.00 Stun Resist +32% Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +2 Cun offense ------ Accuracy +9 (+4 eff.) Ignore Armor +9 defense ------ Defense +11 (+5 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
greater yew vilestaff (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+4 eff.) Damage +20% blight +20% fire +20% darkness +20% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of power (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +21 (+6 eff.) Damage +20% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic dwarven-steel greatsword of erosion (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 nature On-crit, radius 2 +21 acid +10 nature While equipped: offense ------ Ignore resists +19% acid +14% nature Ignore Armor +10 Massive two-handed swords. |
dwarven-steel longsword 'Tempestqueller' (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 darkness +16 lightning On-Hit, radius 1 +12 lightning On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +1 Str +1 Mag +4 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Resistance +9% lightning Sharp, long, and deadly. |
dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Normal] Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
Beesin (13-17 power, 9 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +7.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +2 Con offense ------ Physical Power +30 (+18 eff.) defense ------ Resistance +9% darkness +2% physical Mind save +12 (+6 eff.) Sharp, short and deadly. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
dwarven-steel dagger (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Normal] Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
enhanced yew longbow of enduring4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +9 Str +9 Dex +8 Mag +20 Wil +9 Cun +19 Con defense ------ Life +47.00 Longbows are used to shoot arrows at your foes. |
mighty yew longbow of fire4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +15 fire While equipped: Stats +5 Str offense ------ Physical Power +15 (+11 eff.) Damage +15% fire Longbows are used to shoot arrows at your foes. |
dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +10 (+5 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Combat Speed +10% Ignore resists +7% all Accuracy +11 (+5 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
tundral quiver of yew arrows of wind (18/18, 33-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature Weapon Damage 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 Projectile Speed +200% On-ranged-hit +20 cold On-crit, radius 2 +11 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 17 physical damage Arrows are used with bows to pierce your foes to death. |
flaming pouch of stralite shots of paradox (19/19, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Arcane Weapon Damage 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +9 temporal On-Hit, radius 1 +5 fire On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
coruscating dwarven-steel shield of earthen fury (0 def, 10 armour, 29-35 power, 83.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego++] Arcane/Nature When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +84 On-hit +11 fire On Hit: * Deal physical damage equal to your armor (47) While equipped: Stats +2 Str offense ------ When Hit 4 fire defense ------ Armor +10 Fatigue +8% Resistance +13% fire other ------- Talents +1 Block Handheld deflection devices. |
Chargenoon the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: offense ------ Damage +26% darkness Ignore resists +10% lightning When Hit 8 mind 8 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Resistance +12% lightning +9% mind +25% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourbrawn the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +26% lightning +12% mind When Hit 4 darkness defense ------ Resistance +38% lightning +9% temporal +12% mind +11% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (10 def, 5 armour)2.0 Encumbrance T3 cloth armor [Unique] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +20% mind defense ------ Armor +5 Defense +10 (+5 eff.) Resistance +20% cold +20% mind +11% all Mind save +10 (+5 eff.) Confus Resist +35% other ------- Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe 'Issidor' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +2 Str +13 Dex +6 Cun offense ------ Damage +22% mind defense ------ Resistance +22% mind +11% all Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +15% fire Life Regen +4.10 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +19% lightning Life Regen +3.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Mardyyakath the drakeskin leather armour (28 def, 16 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Random Unique] Master/Psionic While equipped: Stats +3 Cun offense ------ Critical power +20.00% Mindpower +10 (+5 eff.) defense ------ Armor +16 Defense +28 (+14 eff.) Fatigue +8% Resistance +21% acid +7% mind Mind save +31 (+15 eff.) other ------- Max psi +20.00 A suit of armour made of leather. |
Glyyath the steel mail armour (8 def, 9 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +6 Cun +3 Con offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) defense ------ Armor +9 Defense +8 (+4 eff.) Fatigue +12% Mind save +11 (+5 eff.) Life +69.00 Life Regen +2.00 Healmod +10% A suit of armour made of mail. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Manaderek'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +3 (+3 eff.) Damage +6% mind defense ------ Resistance +3% acid Spell save +9 (+5 eff.) other ------- Equi when Hit +0.16 Size +1 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmertyphoon (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Ignore resists +25% light Ignore Armor +1 When Hit 4 physical defense ------ Armor +3 Resistance +6% lightning +8% temporal A pair of boots made of leather. |
Umbrabliss (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Lck +6 Dex offense ------ Damage +18% cold +6% arcane +9% darkness Ignore resists +20% cold +10% darkness +25% arcane When Hit 8 darkness defense ------ Armor +3 Stealth +9 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Gabrethra the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +12 Mag offense ------ Damage +6% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Defense +2 (+1 eff.) Resistance +6% temporal Spell save +9 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 A pointy cloth hat, very wizardly... |
grounding dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +6% temporal Physical save +8 (+4 eff.) Mind save +6 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: defense ------ Armor +6 Fatigue +4% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
320 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Darksquall the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +6.0% Damage +8% mind Accuracy +30 (+12 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Resistance +5% physical Physical save +6 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dream-smith's iron pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str offense ------ Damage +6% mind +7% fire defense ------ Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zovor the ash totem of stinging [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Wil +4 Mag offense ------ Spell Crit +4% Spellpower/crit +8 Damage +6% blight defense ------ Armor +6 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 56. Natural totems are made by powerful wilders to store nature power. |
Shadowhunger the elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +4 Cun +2 Con offense ------ Ignore resists +20% darkness other ------- Infravision +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Highorithil the Higher Anorithil level 12
14th Dusk 122nd year of Ascendancy at 21:11 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Highorithil the Higher Anorithil level 21
6th Haze 122nd year of Ascendancy at 00:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Highorithil the Higher Anorithil level 23
8th Haze 122nd year of Ascendancy at 00:08 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Highorithil the Higher Anorithil level 27
26th Haze 122nd year of Ascendancy at 10:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Highorithil the Higher Anorithil level 10
6th Mirth 122nd year of Ascendancy at 14:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Highorithil the Higher Anorithil level 20
47th Dusk 122nd year of Ascendancy at 16:49 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Highorithil the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 11:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Highorithil the Higher Anorithil level 28
75th Haze 122nd year of Ascendancy at 04:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Highorithil the Higher Anorithil level 9
3rd Mirth 122nd year of Ascendancy at 01:10 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Highorithil the Higher Anorithil level 9
5th Mirth 122nd year of Ascendancy at 01:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Highorithil the Higher Anorithil level 24
17th Haze 122nd year of Ascendancy at 00:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Highorithil the Higher Anorithil level 15
36th Dusk 122nd year of Ascendancy at 14:35 see stats
Log
Highorithil's spell attains critical power!
Highorithil is confused and fails to use Rune: Mirror Image.
Highorithil is free from the corrosive worm.
Talent Twilight Surge is ready to use.
Talent Moonlight Ray is ready to use.
Bleeding from Eilinerawe the skeleton archer hits Highorithil for 54 physical damage.
Something hits Eilinerawe the skeleton archer for 283 acid damage.
Something hits Wolf for 360 acid damage.
Something hits Highorithil for 207 acid damage.
Highorithil uses Evasion.
Highorithil tries to evade attacks.
Eilinerawe the skeleton archer is knocked back!
Eilinerawe the skeleton archer is knocked back!
Eilinerawe the skeleton archer is knocked back!
Eilinerawe the skeleton archer is knocked back!
Highorithil's Corona hits Eilinerawe the skeleton archer for 8 darkness damage.
Highorithil's Corona hits Eilinerawe the skeleton archer for 6 light damage.
Highorithil's prismatic repulsion area effect hits Eilinerawe the skeleton archer for 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness (0 total damage).
Highorithil speeds up.
Bleeding from Eilinerawe the skeleton archer hits Highorithil for 54 physical damage.
Eilinerawe the skeleton archer is knocked back!
Highorithil's prismatic repulsion area effect hits Eilinerawe the skeleton archer for 0 light, 0 darkness (0 total damage).
LIFE LOST WARNING!
Highorithil is confused and fails to use Healing Light.
You feel a surge of power as a powerful creature falls nearby.
Something hits Eilinerawe the skeleton archer for 180 arcane damage.
Something hits Highorithil for 98 arcane damage.
Highorithil the level 29 higher anorithil was imploded to death by a skeleton magus on level 3 of Dreadfell.
A shield forms around Highorithil.


















































































































